FBX -> Scene, part 2. Code changes, file renames (#1704)
* First pass FBX -> Scene File conversion. This is the simple pass, minimizing code changes and focused on comments. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * Step 1 of part 2 of the FBX -> Scene rename Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * Renaming FbxSceneBuilder folder to SceneBuilder Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * Renamed files Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * More FBX -> Scene Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
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/*
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* 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.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <SceneAPI/SceneBuilder/Importers/AssImpMaterialImporter.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/std/containers/unordered_map.h>
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#include <AzCore/StringFunc/StringFunc.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/SceneBuilder/Importers/ImporterUtilities.h>
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#include <SceneAPI/SceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
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#include <SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.h>
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#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpMaterialWrapper.h>
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#include <SceneAPI/SceneData/GraphData/MaterialData.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneCore/Events/ProcessingResult.h>
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#include <assimp/scene.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace SceneBuilder
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{
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AssImpMaterialImporter::AssImpMaterialImporter()
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{
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BindToCall(&AssImpMaterialImporter::ImportMaterials);
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}
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void AssImpMaterialImporter::Reflect(ReflectContext* context)
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{
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<AssImpMaterialImporter, SceneCore::LoadingComponent>()->Version(1);
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}
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}
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Events::ProcessingResult AssImpMaterialImporter::ImportMaterials(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "Material");
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if (!context.m_sourceNode.ContainsMesh())
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{
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return Events::ProcessingResult::Ignored;
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}
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Events::ProcessingResultCombiner combinedMaterialImportResults;
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AZStd::unordered_map<int, AZStd::shared_ptr<SceneData::GraphData::MaterialData>> materialMap;
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for (int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
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{
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int meshIndex = context.m_sourceNode.m_assImpNode->mMeshes[idx];
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const aiMesh* assImpMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshIndex];
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AZ_Assert(assImpMesh, "Asset Importer Mesh should not be null.");
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int materialIndex = assImpMesh->mMaterialIndex;
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AZ_TraceContext("Material Index", materialIndex);
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auto matFound = materialMap.find(materialIndex);
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AZStd::shared_ptr<SceneData::GraphData::MaterialData> material;
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AZStd::string materialName;
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if (matFound == materialMap.end())
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{
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std::shared_ptr<AssImpSDKWrapper::AssImpMaterialWrapper> assImpMaterial =
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std::shared_ptr<AssImpSDKWrapper::AssImpMaterialWrapper>(new AssImpSDKWrapper::AssImpMaterialWrapper(context.m_sourceScene.GetAssImpScene()->mMaterials[materialIndex]));
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materialName = assImpMaterial->GetName().c_str();
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RenamedNodesMap::SanitizeNodeName(materialName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "Material");
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AZ_TraceContext("Material Name", materialName);
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material = AZStd::make_shared<SceneData::GraphData::MaterialData>();
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material->SetMaterialName(assImpMaterial->GetName());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Diffuse,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Diffuse)).c_str());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Specular,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Specular)).c_str());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Bump,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Bump)).c_str());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Normal,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Normal)).c_str());
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material->SetUniqueId(assImpMaterial->GetUniqueId());
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material->SetDiffuseColor(assImpMaterial->GetDiffuseColor());
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material->SetSpecularColor(assImpMaterial->GetSpecularColor());
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material->SetEmissiveColor(assImpMaterial->GetEmissiveColor());
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material->SetShininess(assImpMaterial->GetShininess());
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material->SetUseColorMap(assImpMaterial->GetUseColorMap());
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material->SetBaseColor(assImpMaterial->GetBaseColor());
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material->SetUseMetallicMap(assImpMaterial->GetUseMetallicMap());
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material->SetMetallicFactor(assImpMaterial->GetMetallicFactor());
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material->SetTexture(
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DataTypes::IMaterialData::TextureMapType::Metallic,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Metallic).c_str()));
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material->SetUseRoughnessMap(assImpMaterial->GetUseRoughnessMap());
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material->SetRoughnessFactor(assImpMaterial->GetRoughnessFactor());
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material->SetTexture(
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DataTypes::IMaterialData::TextureMapType::Roughness,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Roughness).c_str()));
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material->SetUseEmissiveMap(assImpMaterial->GetUseEmissiveMap());
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material->SetEmissiveIntensity(assImpMaterial->GetEmissiveIntensity());
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material->SetUseAOMap(assImpMaterial->GetUseAOMap());
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material->SetTexture(
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DataTypes::IMaterialData::TextureMapType::AmbientOcclusion,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::AmbientOcclusion).c_str()));
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material->SetTexture(
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DataTypes::IMaterialData::TextureMapType::Emissive,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::Emissive).c_str()));
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material->SetTexture(
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DataTypes::IMaterialData::TextureMapType::BaseColor,
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ResolveTexturePath(context.m_sourceScene.GetSceneFileName(),
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assImpMaterial->GetTextureFileName(SDKMaterial::MaterialWrapper::MaterialMapType::BaseColor).c_str()));
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AZ_Assert(material, "Failed to allocate scene material data.");
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if (!material)
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{
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combinedMaterialImportResults += Events::ProcessingResult::Failure;
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continue;
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}
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materialMap[materialIndex] = material;
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}
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else
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{
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material = matFound->second;
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materialName = material.get()->GetMaterialName();
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}
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Events::ProcessingResult materialResult;
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, materialName.c_str());
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AZ_Assert(newIndex.IsValid(), "Failed to create SceneGraph node for attribute.");
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if (!newIndex.IsValid())
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{
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combinedMaterialImportResults += Events::ProcessingResult::Failure;
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continue;
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}
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, material, newIndex, materialName);
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materialResult = Events::Process(dataPopulated);
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if (materialResult != Events::ProcessingResult::Failure)
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{
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materialResult = SceneAPI::SceneBuilder::AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedMaterialImportResults += materialResult;
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}
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return combinedMaterialImportResults.GetResult();
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}
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AZStd::string AssImpMaterialImporter::ResolveTexturePath(const AZStd::string& sceneFilePath, const AZStd::string& textureFilePath) const
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{
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if (textureFilePath.empty())
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{
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return textureFilePath;
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}
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AZStd::string texturePathRelativeToScene;
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AZStd::string cleanedUpSceneFilePath(sceneFilePath);
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AZ::StringFunc::Path::StripFullName(cleanedUpSceneFilePath);
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AZ::StringFunc::Path::Join(cleanedUpSceneFilePath.c_str(), textureFilePath.c_str(), texturePathRelativeToScene);
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// If the texture did start with marker to change directories upward, then it's relative to the scene file,
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// and that path needs to be resolved. It can't be resolved later. This was handled internally by FBX SDK,
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// but is not handled by AssImp.
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if (textureFilePath.starts_with(".."))
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{
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// Not checking for the file existing because it may not be there yet.
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return texturePathRelativeToScene;
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}
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// The engine only supports relative paths to scan folders.
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// Scene files may have paths to textures, relative to the scene file. Check for those, first.
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if (AZ::IO::FileIOBase::GetInstance()->Exists(texturePathRelativeToScene.c_str()))
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{
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return texturePathRelativeToScene;
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}
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return textureFilePath;
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}
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} // namespace SceneBuilder
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} // namespace SceneAPI
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} // namespace AZ
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