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>
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@@ -42,45 +42,6 @@ namespace AZ
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serializeContext->Class<AssImpTransformImporter, SceneCore::LoadingComponent>()->Version(1);
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}
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}
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void GetAllBones(const aiScene* scene, AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneLookup)
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{
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AZStd::queue<const aiNode*> queue;
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AZStd::unordered_set<AZStd::string> nodesWithNoMesh;
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queue.push(scene->mRootNode);
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while (!queue.empty())
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{
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const aiNode* currentNode = queue.front();
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queue.pop();
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if (currentNode->mNumMeshes == 0)
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{
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nodesWithNoMesh.emplace(currentNode->mName.C_Str());
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}
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for (int childIndex = 0; childIndex < currentNode->mNumChildren; ++childIndex)
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{
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queue.push(currentNode->mChildren[childIndex]);
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}
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}
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for (unsigned meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[meshIndex];
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for (unsigned boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
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{
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const aiBone* bone = mesh->mBones[boneIndex];
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if (nodesWithNoMesh.contains(bone->mName.C_Str()))
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{
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boneLookup.emplace(bone->mName.C_Str(), bone);
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}
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}
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}
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}
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Events::ProcessingResult AssImpTransformImporter::ImportTransform(AssImpSceneNodeAppendedContext& context)
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{
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@@ -93,54 +54,7 @@ namespace AZ
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return Events::ProcessingResult::Ignored;
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}
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AZStd::unordered_multimap<AZStd::string, const aiBone*> boneLookup;
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GetAllBones(scene, boneLookup);
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auto boneIterator = boneLookup.find(currentNode->mName.C_Str());
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const bool isBone = boneIterator != boneLookup.end();
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DataTypes::MatrixType localTransform;
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if (isBone)
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{
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AZStd::vector<DataTypes::MatrixType> offsets, inverseOffsets;
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auto iteratingNode = currentNode;
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while (iteratingNode && boneLookup.count(iteratingNode->mName.C_Str()))
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{
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AZStd::string name = iteratingNode->mName.C_Str();
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auto range = boneLookup.equal_range(name);
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if (range.first != range.second)
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{
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// There can be multiple offsetMatrices for a given bone, we're only interested in grabbing the first one
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auto boneFirstOffsetMatrix = range.first->second->mOffsetMatrix;
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auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(boneFirstOffsetMatrix);
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offsets.push_back(azMat);
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inverseOffsets.push_back(azMat.GetInverseFull());
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}
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iteratingNode = iteratingNode->mParent;
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}
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if (inverseOffsets.size() == 1)
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{
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// If this is the root bone, just use the inverseOffset, otherwise the equation below just results in the identity matrix
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localTransform = inverseOffsets[0];
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}
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else
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{
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localTransform = offsets.at(1) // parent bone offset
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* inverseOffsets.at(inverseOffsets.size() - 1) // Inverse of root bone offset
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* offsets.at(offsets.size() - 1) // Root bone offset
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* inverseOffsets.at(0); // Inverse of current node offset
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}
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}
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else
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{
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localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(GetConcatenatedLocalTransform(currentNode));
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}
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DataTypes::MatrixType localTransform = GetLocalSpaceBindPoseTransform(scene, currentNode);
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// Don't bother adding a node with the identity matrix
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if (localTransform == DataTypes::MatrixType::Identity())
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