Integrating latest 47acbe8
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@@ -9,19 +9,17 @@
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <SceneAPI/FbxSceneBuilder/Importers/AssImpMeshImporter.h>
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#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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#include <assimp/scene.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 <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/AssImpImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/AssImpMeshImporter.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <assimp/scene.h>
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#include <assimp/mesh.h>
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#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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namespace AZ
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{
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@@ -46,80 +44,23 @@ namespace AZ
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Events::ProcessingResult AssImpMeshImporter::ImportMesh(AssImpNodeEncounteredContext& context)
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{
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AZ_TraceContext("Importer", "Mesh");
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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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AZStd::unordered_map<int, int> assImpMatIndexToLYIndex;
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int lyMeshIndex = 0;
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aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
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const aiScene* scene = context.m_sourceScene.GetAssImpScene();
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for (int m = 0; m < currentNode->mNumMeshes; ++m)
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if (!context.m_sourceNode.ContainsMesh() || IsSkinnedMesh(*currentNode, *scene))
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{
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AZStd::shared_ptr<SceneData::GraphData::MeshData> newMesh =
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AZStd::make_shared<SceneData::GraphData::MeshData>();
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newMesh->SetUnitSizeInMeters(context.m_sourceSceneSystem.GetUnitSizeInMeters());
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newMesh->SetOriginalUnitSizeInMeters(context.m_sourceSceneSystem.GetOriginalUnitSizeInMeters());
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newMesh->SetSdkMeshIndex(m);
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aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[m]];
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// Lumberyard materials are created in order based on mesh references in the scene
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if (assImpMatIndexToLYIndex.find(mesh->mMaterialIndex) == assImpMatIndexToLYIndex.end())
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{
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assImpMatIndexToLYIndex.insert(AZStd::pair<int, int>(mesh->mMaterialIndex, lyMeshIndex++));
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}
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for (int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
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{
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AZ::Vector3 vertex(
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mesh->mVertices[vertIdx].x,
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mesh->mVertices[vertIdx].y,
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mesh->mVertices[vertIdx].z);
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
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context.m_sourceSceneSystem.ConvertUnit(vertex);
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newMesh->AddPosition(vertex);
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if (mesh->HasNormals())
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{
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AZ::Vector3 normal(
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mesh->mNormals[vertIdx].x,
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mesh->mNormals[vertIdx].y,
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mesh->mNormals[vertIdx].z);
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
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normal.NormalizeSafe();
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newMesh->AddNormal(normal);
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}
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}
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for (int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
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{
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aiFace face = mesh->mFaces[faceIdx];
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AZ::SceneAPI::DataTypes::IMeshData::Face meshFace;
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if (face.mNumIndices != 3)
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{
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// AssImp should have triangulated everything, so if this happens then someone has
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// probably changed AssImp's import settings. The engine only supports triangles.
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AZ_Error(Utilities::ErrorWindow, false, "Mesh has a face with %d vertices, only 3 vertices are supported per face.");
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continue;
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}
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for (int idx = 0; idx < face.mNumIndices; ++idx)
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{
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meshFace.vertexIndex[idx] = face.mIndices[idx];
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}
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newMesh->AddFace(meshFace, assImpMatIndexToLYIndex[mesh->mMaterialIndex]);
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}
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context.m_createdData.push_back(std::move(newMesh));
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return Events::ProcessingResult::Ignored;
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}
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return Events::ProcessingResult::Success;
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if (BuildSceneMeshFromAssImpMesh(currentNode, scene, context.m_sourceSceneSystem, context.m_createdData, [] {
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return AZStd::make_shared<SceneData::GraphData::MeshData>();
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}))
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{
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return Events::ProcessingResult::Success;
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}
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return Events::ProcessingResult::Failure;
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}
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} // namespace FbxSceneBuilder
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} // namespace SceneAPI
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