AssImp skeleton import improvements (#2348)

* Disabled to skip exporting a node in case there are child bones underneath, this broke motion extraction as we skipped the motion extraction node.
* Added several helper methods for getting the local space bind pose transform, finding all bones, getting the first bone for a given node name and a recursive has child bones.
* Unified the cloned get all bone methods.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
This commit is contained in:
Benjamin Jillich
2021-07-25 23:39:02 -07:00
committed by GitHub
parent f3a5e9d948
commit 8f35def25b
4 changed files with 147 additions and 155 deletions
@@ -41,45 +41,6 @@ namespace AZ
}
}
void MakeBoneMap(const aiScene* scene, AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
{
AZStd::queue<const aiNode*> queue;
AZStd::unordered_set<AZStd::string> nodesWithNoMesh;
queue.push(scene->mRootNode);
while (!queue.empty())
{
const aiNode* currentNode = queue.front();
queue.pop();
if (currentNode->mNumMeshes == 0)
{
nodesWithNoMesh.emplace(currentNode->mName.C_Str());
}
for (int childIndex = 0; childIndex < currentNode->mNumChildren; ++childIndex)
{
queue.push(currentNode->mChildren[childIndex]);
}
}
for (unsigned int meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
{
const aiMesh* mesh = scene->mMeshes[meshIndex];
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
{
const aiBone* bone = mesh->mBones[boneIndex];
if (nodesWithNoMesh.contains(bone->mName.C_Str()))
{
boneLookup.emplace(bone->mName.C_Str(), bone);
}
}
}
}
aiMatrix4x4 CalculateWorldTransform(const aiNode* currentNode)
{
aiMatrix4x4 transform = {};
@@ -106,37 +67,39 @@ namespace AZ
return Events::ProcessingResult::Ignored;
}
bool isBone = false;
AZStd::unordered_multimap<AZStd::string, const aiBone*> boneByNameMap;
FindAllBones(scene, boneByNameMap);
bool isBone = FindFirstBoneByNodeName(currentNode, boneByNameMap);
if (!isBone)
{
AZStd::unordered_map<AZStd::string, const aiBone*> boneLookup;
MakeBoneMap(scene, boneLookup);
isBone = boneLookup.contains(currentNode->mName.C_Str());
// If we have an animation, the bones will be listed in there
if (!isBone)
for(unsigned animIndex = 0; animIndex < scene->mNumAnimations; ++animIndex)
{
for(unsigned animIndex = 0; animIndex < scene->mNumAnimations; ++animIndex)
aiAnimation* animation = scene->mAnimations[animIndex];
for (unsigned channelIndex = 0; channelIndex < animation->mNumChannels; ++channelIndex)
{
aiAnimation* animation = scene->mAnimations[animIndex];
aiNodeAnim* nodeAnim = animation->mChannels[channelIndex];
for (unsigned channelIndex = 0; channelIndex < animation->mNumChannels; ++channelIndex)
{
aiNodeAnim* nodeAnim = animation->mChannels[channelIndex];
if (nodeAnim->mNodeName == currentNode->mName)
{
isBone = true;
break;
}
}
if (isBone)
if (nodeAnim->mNodeName == currentNode->mName)
{
isBone = true;
break;
}
}
if (isBone)
{
break;
}
}
// In case any of the children, or children of children is a bone, make sure to not skip this node.
// Don't do this for the scene root itself, else wise all mesh nodes will be exported as bones and pollute the skeleton.
if (currentNode != scene->mRootNode &&
RecursiveHasChildBone(currentNode, boneByNameMap))
{
isBone = true;
}
}