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 <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/numeric.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/SceneBuilder/Importers/AssImpTangentStreamImporter.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/SceneData/GraphData/MeshVertexTangentData.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/AssImpTypeConverter.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <assimp/scene.h>
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#include <assimp/mesh.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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const char* AssImpTangentStreamImporter::m_defaultNodeName = "Tangent";
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AssImpTangentStreamImporter::AssImpTangentStreamImporter()
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{
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BindToCall(&AssImpTangentStreamImporter::ImportTangentStreams);
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}
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void AssImpTangentStreamImporter::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<AssImpTangentStreamImporter, SceneCore::LoadingComponent>()->Version(3); // LYN-3250
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}
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}
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Events::ProcessingResult AssImpTangentStreamImporter::ImportTangentStreams(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", m_defaultNodeName);
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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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const aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
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const aiScene* scene = context.m_sourceScene.GetAssImpScene();
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const auto meshHasTangentsAndBitangents = [&scene](const unsigned int meshIndex)
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{
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return scene->mMeshes[meshIndex]->HasTangentsAndBitangents();
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};
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// If there are no tangents on any meshes, there's nothing to import in this function.
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const bool anyMeshHasTangentsAndBitangents = AZStd::any_of(currentNode->mMeshes, currentNode->mMeshes + currentNode->mNumMeshes, meshHasTangentsAndBitangents);
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if (!anyMeshHasTangentsAndBitangents)
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{
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return Events::ProcessingResult::Ignored;
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}
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// AssImp nodes with multiple meshes on them occur when AssImp split a mesh on material.
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// This logic recombines those meshes to minimize the changes needed to replace FBX SDK with AssImp, FBX SDK did not separate meshes,
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// and the engine has code to do this later.
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const bool allMeshesHaveTangentsAndBitangents = AZStd::all_of(currentNode->mMeshes, currentNode->mMeshes + currentNode->mNumMeshes, meshHasTangentsAndBitangents);
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if (!allMeshesHaveTangentsAndBitangents)
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{
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AZ_Error(
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Utilities::ErrorWindow, false,
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"Node with name %s has meshes with and without tangents. "
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"Placeholder incorrect tangents will be generated to allow the data to process, "
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"but the source art needs to be fixed to correct this. Either apply tangents to all meshes on this node, "
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"or remove all tangents from all meshes on this node.",
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currentNode->mName.C_Str());
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}
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const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene);
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AZStd::shared_ptr<SceneData::GraphData::MeshVertexTangentData> tangentStream =
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AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexTangentData>();
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// AssImp only has one tangentStream per mesh.
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tangentStream->SetTangentSetIndex(0);
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tangentStream->SetTangentSpace(AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
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tangentStream->ReserveContainerSpace(vertexCount);
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for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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for (int v = 0; v < mesh->mNumVertices; ++v)
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{
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if (!mesh->HasTangentsAndBitangents())
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{
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// This node has mixed meshes with and without tangents.
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// An error was already thrown above. Output stub tangents so
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// the mesh can still be output in some form, even if the data isn't correct.
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// The tangent count needs to match the vertex count on the associated mesh node.
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tangentStream->AppendTangent(Vector4(0.f, 1.f, 0.f, 1.f));
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}
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else
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{
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const Vector4 tangent(
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AssImpSDKWrapper::AssImpTypeConverter::ToVector3(mesh->mTangents[v]));
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tangentStream->AppendTangent(tangent);
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}
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}
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}
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, m_defaultNodeName);
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Events::ProcessingResult tangentResults;
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, tangentStream, newIndex, m_defaultNodeName);
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tangentResults = Events::Process(dataPopulated);
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if (tangentResults != Events::ProcessingResult::Failure)
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{
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tangentResults = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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return tangentResults;
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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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