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>
This commit is contained in:
AMZN-stankowi
2021-07-01 15:46:55 -07:00
committed by GitHub
parent 328a0f09a5
commit 73522e90c9
83 changed files with 475 additions and 559 deletions
@@ -0,0 +1,137 @@
/*
* 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 <assimp/mesh.h>
#include <assimp/scene.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/std/numeric.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <SceneAPI/SceneBuilder/SceneSystem.h>
#include <SceneAPI/SceneBuilder/ImportContexts/AssImpImportContexts.h>
#include <SceneAPI/SceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
#include <SceneAPI/SceneData/GraphData/BoneData.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
namespace AZ::SceneAPI::SceneBuilder
{
bool BuildSceneMeshFromAssImpMesh(const aiNode* currentNode, const aiScene* scene, const SceneSystem& sceneSystem, AZStd::vector<AZStd::shared_ptr<DataTypes::IGraphObject>>& meshes,
const AZStd::function<AZStd::shared_ptr<SceneData::GraphData::MeshData>()>& makeMeshFunc)
{
AZStd::unordered_map<int, int> assImpMatIndexToLYIndex;
int lyMeshIndex = 0;
if(!currentNode || !scene)
{
return false;
}
auto newMesh = makeMeshFunc();
newMesh->SetUnitSizeInMeters(sceneSystem.GetUnitSizeInMeters());
newMesh->SetOriginalUnitSizeInMeters(sceneSystem.GetOriginalUnitSizeInMeters());
// AssImp separates meshes that have multiple materials.
// This code re-combines them to match previous FBX SDK behavior,
// so they can be separated by engine code instead.
int vertOffset = 0;
for (int m = 0; m < currentNode->mNumMeshes; ++m)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[m]];
// Lumberyard materials are created in order based on mesh references in the scene
if (assImpMatIndexToLYIndex.find(mesh->mMaterialIndex) == assImpMatIndexToLYIndex.end())
{
assImpMatIndexToLYIndex.insert(AZStd::pair<int, int>(mesh->mMaterialIndex, lyMeshIndex++));
}
for (int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(mesh->mVertices[vertIdx].x, mesh->mVertices[vertIdx].y, mesh->mVertices[vertIdx].z);
sceneSystem.SwapVec3ForUpAxis(vertex);
sceneSystem.ConvertUnit(vertex);
newMesh->AddPosition(vertex);
newMesh->SetVertexIndexToControlPointIndexMap(vertIdx + vertOffset, vertIdx + vertOffset);
if (mesh->HasNormals())
{
AZ::Vector3 normal(mesh->mNormals[vertIdx].x, mesh->mNormals[vertIdx].y, mesh->mNormals[vertIdx].z);
sceneSystem.SwapVec3ForUpAxis(normal);
normal.NormalizeSafe();
newMesh->AddNormal(normal);
}
}
for (int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
{
aiFace face = mesh->mFaces[faceIdx];
AZ::SceneAPI::DataTypes::IMeshData::Face meshFace;
if (face.mNumIndices != 3)
{
// AssImp should have triangulated everything, so if this happens then someone has
// probably changed AssImp's import settings. The engine only supports triangles.
AZ_Error(Utilities::ErrorWindow, false,
"Mesh on node %s has a face with %d vertices, only 3 vertices are supported per face.",
currentNode->mName.C_Str(),
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
{
meshFace.vertexIndex[idx] = face.mIndices[idx] + vertOffset;
}
newMesh->AddFace(meshFace, assImpMatIndexToLYIndex[mesh->mMaterialIndex]);
}
vertOffset += mesh->mNumVertices;
}
meshes.push_back(newMesh);
return true;
}
GetMeshDataFromParentResult GetMeshDataFromParent(AssImpSceneNodeAppendedContext& context)
{
const DataTypes::IGraphObject* const parentData =
context.m_scene.GetGraph().GetNodeContent(context.m_currentGraphPosition).get();
if (!parentData)
{
AZ_Error(Utilities::ErrorWindow, false,
"GetMeshDataFromParent failed because the parent was null, it should only be called with a valid parent node");
return AZ::Failure(Events::ProcessingResult::Failure);
}
if (!parentData->RTTI_IsTypeOf(SceneData::GraphData::MeshData::TYPEINFO_Uuid()))
{
// The parent node may contain bone information and not mesh information, skip it.
if (parentData->RTTI_IsTypeOf(SceneData::GraphData::BoneData::TYPEINFO_Uuid()))
{
// Return the ignore processing result in the failure.
return AZ::Failure(Events::ProcessingResult::Ignored);
}
AZ_Error(Utilities::ErrorWindow, false,
"Tried to get mesh data from parent for non-mesh parent data");
return AZ::Failure(Events::ProcessingResult::Failure);
}
const SceneData::GraphData::MeshData* const parentMeshData =
azrtti_cast<const SceneData::GraphData::MeshData* const>(parentData);
return AZ::Success(parentMeshData);
}
uint64_t GetVertexCountForAllMeshesOnNode(const aiNode& node, const aiScene& scene)
{
return AZStd::accumulate(node.mMeshes, node.mMeshes + node.mNumMeshes, uint64_t{ 0u },
[&scene](auto runningTotal, unsigned int meshIndex)
{
return runningTotal + scene.mMeshes[meshIndex]->mNumVertices;
});
}
}
@@ -0,0 +1,49 @@
/*
* 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
*
*/
#pragma once
#include <SceneAPI/SceneCore/Events/ProcessingResult.h>
struct aiNode;
struct aiScene;
namespace AZ
{
namespace SceneData
{
namespace GraphData
{
class MeshData;
class BlendShapeData;
}
}
namespace SceneAPI
{
namespace DataTypes
{
class IGraphObject;
}
struct AssImpSceneNodeAppendedContext;
class SceneSystem;
namespace SceneBuilder
{
bool BuildSceneMeshFromAssImpMesh(const aiNode* currentNode, const aiScene* scene, const SceneSystem& sceneSystem, AZStd::vector<AZStd::shared_ptr<DataTypes::IGraphObject>>& meshes,
const AZStd::function<AZStd::shared_ptr<SceneData::GraphData::MeshData>()>& makeMeshFunc);
typedef AZ::Outcome<const SceneData::GraphData::MeshData* const, Events::ProcessingResult> GetMeshDataFromParentResult;
GetMeshDataFromParentResult GetMeshDataFromParent(AssImpSceneNodeAppendedContext& context);
// If a node in the original scene file has a mesh with multiple materials on it, the associated AssImp
// node will have multiple meshes on it, broken apart per material. This returns the total number
// of vertices on all meshes on the given node.
uint64_t GetVertexCountForAllMeshesOnNode(const aiNode& node, const aiScene& scene);
}
}
}
@@ -0,0 +1,158 @@
/*
* 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 <AzCore/Casting/numeric_cast.h>
#include <AzCore/std/algorithm.h>
#include <AzCore/std/string/conversions.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
namespace AZ
{
namespace SceneAPI
{
namespace SceneBuilder
{
bool RenamedNodesMap::SanitizeNodeName(AZStd::string& name, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
AZ_TraceContext("Node name", name);
const AZStd::string originalNodeName(name);
bool isNameUpdated = false;
// Nodes can't have an empty name, except of the root, otherwise nodes can't be referenced.
if (name.empty())
{
name = defaultName;
isNameUpdated = true;
}
// The scene graph uses an arbitrary character (by default dot) to separate the names of the parents
// therefore that character can't be used in the name.
AZStd::replace_if(name.begin(), name.end(),
[&isNameUpdated](char c) -> bool
{
if (c == Containers::SceneGraph::GetNodeSeperationCharacter())
{
isNameUpdated = true;
return true;
}
else
{
return false;
}
}, '_');
// Nodes under a particular parent have to be unique. Multiple nodes can share the same name, but they
// can't reference the same parent in that case. This is to make sure the node can be quickly found as
// the full path will be unique. To fix any issues, an index is appended.
size_t index = 1;
const size_t offset = name.length();
while (graph.Find(parentNode, name).IsValid())
{
// Remove the previously tried extension.
name.erase(offset, name.length() - offset);
name += ('_');
name += AZStd::to_string(aznumeric_cast<u64>(index));
index++;
isNameUpdated = true;
}
if (isNameUpdated)
{
AZ_TraceContext("New node name", name);
AZ_TracePrintf(Utilities::WarningWindow, "The name of the node '%s' was invalid or conflicting and was updated to '%s'.",
originalNodeName.c_str(), name.c_str());
}
return isNameUpdated;
}
bool RenamedNodesMap::RegisterNode(const std::shared_ptr<SDKNode::NodeWrapper>& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
return node ? RegisterNode(*node, graph, parentNode, defaultName) : false;
}
bool RenamedNodesMap::RegisterNode(const std::shared_ptr<const SDKNode::NodeWrapper>& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
return node ? RegisterNode(*node, graph, parentNode, defaultName) : false;
}
bool RenamedNodesMap::RegisterNode(const SDKNode::NodeWrapper& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
AZStd::string name = node.GetName();
if (SanitizeNodeName(name, graph, parentNode, defaultName))
{
AZ_TraceContext("New node name", name);
// Only register if the name is updated, otherwise the name in the source scene's node can be returned.
auto entry = m_idToName.find(node.GetUniqueId());
if (entry == m_idToName.end())
{
m_idToName.insert(AZStd::make_pair(node.GetUniqueId(), AZStd::move(name)));
return true;
}
else
{
AZ_TraceContext("Previous name", entry->second);
if (entry->second == name)
{
return true;
}
else
{
AZ_Assert(false, "Node has already been registered with a different name.");
return false;
}
}
}
else
{
return true;
}
}
const char* RenamedNodesMap::GetNodeName(const std::shared_ptr<SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const std::shared_ptr<const SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const AZStd::shared_ptr<SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const AZStd::shared_ptr<const SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const SDKNode::NodeWrapper& node) const
{
auto entry = m_idToName.find(node.GetUniqueId());
if (entry != m_idToName.end())
{
return entry->second.c_str();
}
else
{
return node.GetName();
}
}
} // namespace SceneBuilder
} // namespace SceneAPI
} // namespace AZ
@@ -0,0 +1,60 @@
/*
* 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
*
*/
#pragma once
#include <memory>
#include <AzCore/std/containers/unordered_map.h>
#include <AzCore/std/string/string.h>
#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
#include <SceneAPI/SDKWrapper/NodeWrapper.h>
namespace AZ
{
namespace SceneAPI
{
namespace SceneBuilder
{
class RenamedNodesMap
{
public:
//! Checks if the provided name is valid for the position in the graph and makes corrections if
//! problems are found.
//! @param name The name of the node in the scene graph.
//! @param graph The scene graph the node will be added to.
//! @param parentNode The node that will be the intended parent for the the node who's name is being checked.
//! @param defaultName If the provided name is empty, the defaultName will be used.
//! @return True if the name was updated otherwise false.
static bool SanitizeNodeName(AZStd::string& name, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName = "unnamed");
//! Register the name for later reference. If the name needs to be sanitized, the sanitized name will be stored.
//! @param node The node that's to be registered.
//! @param graph The scene graph the node will be added to.
//! @param parentNode The node that will be the intended parent for the the node who's name is being checked.
//! @param defaultName If the provided name is empty, the defaultName will be used.
//! @return True if the node was successfully registered.
bool RegisterNode(const std::shared_ptr<SDKNode::NodeWrapper>& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName = "unnamed");
bool RegisterNode(const std::shared_ptr<const SDKNode::NodeWrapper>& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName = "unnamed");
bool RegisterNode(const SDKNode::NodeWrapper& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName = "unnamed");
//! Returns the name of the given node, which may be sanitized if this was needed.
const char* GetNodeName(const std::shared_ptr<SDKNode::NodeWrapper>& node) const;
const char* GetNodeName(const std::shared_ptr<const SDKNode::NodeWrapper>& node) const;
const char* GetNodeName(const AZStd::shared_ptr<SDKNode::NodeWrapper>& node) const;
const char* GetNodeName(const AZStd::shared_ptr<const SDKNode::NodeWrapper>& node) const;
const char* GetNodeName(const SDKNode::NodeWrapper& node) const;
private:
AZStd::unordered_map<u64, AZStd::string> m_idToName;
};
} // namespace SceneBuilder
} // namespace SceneAPI
} // namespace AZ