Supply the vertex index remapping to the optimized skin weights
This ensures that the optimized skin weights use the vertex indexes from the optimized mesh Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
+93
-42
@@ -97,6 +97,85 @@ namespace AZ::SceneGenerationComponents
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namespace Containers = AZ::SceneAPI::Containers;
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namespace Views = Containers::Views;
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// @brief A class to map from a mesh's vertex index to it's welded vertex index
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//
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// When the mesh optimizer runs, it welds nearby vertices (if there are no blendshapes). This class provides a
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// constant time lookup to map from an unwelded vertex index to the welded one.
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// The welding works by rounding the vertex's position to the given position tolerance, then uses that rounded
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// Vector3 as a key into a unordered_map.
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template <class MeshDataType>
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class Vector3Map
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: private AZStd::unordered_map<AZ::Vector3, AZ::u32>
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{
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public:
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Vector3Map(const MeshDataType* meshData, bool hasBlendShapes, float positionTolerance)
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: m_meshData(meshData)
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, m_hasBlendShapes(hasBlendShapes)
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, m_positionTolerance(positionTolerance)
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, m_positionToleranceReciprocal(1.0f / positionTolerance)
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{
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}
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using AZStd::unordered_map<AZ::Vector3, AZ::u32>::reserve;
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AZ::u32 operator[](const AZ::u32 vertexIndex)
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{
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if (m_hasBlendShapes)
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{
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// Don't attempt to weld similar vertices if there's blendshapes
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// Welding the vertices here based on position could cause the vertices of a base shape to be welded,
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// and the vertices of the blendshape to not be welded, resulting in a vertex count mismatch between
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// the two
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return m_meshData->GetUsedPointIndexForControlPoint(m_meshData->GetControlPointIndex(vertexIndex));
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}
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const auto& [iter, didInsert] = try_emplace(GetPositionForIndex(vertexIndex), m_currentOriginalVertexIndex);
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if (didInsert)
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{
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++m_currentOriginalVertexIndex;
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}
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return iter->second;
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}
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[[nodiscard]] AZ::u32 at(const AZ::u32 vertexIndex) const
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{
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if (m_hasBlendShapes)
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{
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// Don't attempt to weld similar vertices if there's blendshapes
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// Welding the vertices here based on position could cause the vertices of a base shape to be welded,
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// and the vertices of the blendshape to not be welded, resulting in a vertex count mismatch between
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// the two
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return m_meshData->GetUsedPointIndexForControlPoint(m_meshData->GetControlPointIndex(vertexIndex));
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}
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auto iter = find(GetPositionForIndex(vertexIndex));
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AZSTD_CONTAINER_ASSERT(iter != end(), "Element with key is not present");
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return iter->second;
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}
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private:
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AZ::Vector3 GetPositionForIndex(const AZ::u32 vertexIndex) const
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{
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// Round the vertex position so that a float comparison can be made with entires in the map
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// pos = floor( x * 10 + 0.5) * 0.1
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return AZ::Vector3(
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AZ::Simd::Vec3::Floor(
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(m_meshData->GetPosition(vertexIndex) * m_positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
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)
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) * m_positionTolerance;
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}
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const MeshDataType* m_meshData;
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bool m_hasBlendShapes;
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float m_positionTolerance;
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float m_positionToleranceReciprocal;
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AZ::u32 m_currentOriginalVertexIndex = 0;
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};
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template<class MeshDataType>
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Vector3Map(const MeshDataType*) -> Vector3Map<const MeshDataType>;
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MeshOptimizerComponent::MeshOptimizerComponent()
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{
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BindToCall(&MeshOptimizerComponent::OptimizeMeshes);
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@@ -107,7 +186,7 @@ namespace AZ::SceneGenerationComponents
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auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(3);
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serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(4);
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}
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}
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@@ -116,7 +195,8 @@ namespace AZ::SceneGenerationComponents
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const MeshDataType* meshData,
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const SkinWeightDataView& skinWeights,
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AZ::u32 maxWeightsPerVertex,
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float weightThreshold)
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float weightThreshold,
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const Vector3Map<MeshDataType>& positionMap)
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{
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if (skinWeights.empty())
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{
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@@ -142,15 +222,12 @@ namespace AZ::SceneGenerationComponents
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for (size_t linkIndex = 0; linkIndex < linkCount; ++linkIndex)
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{
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const ISkinWeightData::Link& link = skinData.get().GetLink(controlPointIndex, linkIndex);
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skinningInfo->AddInfluence(usedPointIndex, {aznumeric_caster(link.boneId), link.weight});
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skinningInfo->AddInfluence(positionMap.at(usedPointIndex), {aznumeric_caster(link.boneId), link.weight});
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}
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}
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}
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if (skinningInfo)
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{
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skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
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}
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skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
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return skinningInfo;
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}
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@@ -430,16 +507,9 @@ namespace AZ::SceneGenerationComponents
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const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerVector3*> bitangentLayers = makeLayersForData(bitangents);
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const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerColor*> vertexColorLayers = makeLayersForData(vertexColors);
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const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
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const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
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const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
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meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
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constexpr float positionTolerance = 0.0001f;
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constexpr float positionToleranceReciprocal = 1.0f / positionTolerance;
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AZStd::unordered_map<AZ::Vector3, AZ::u32> positionMap{};
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AZ::u32 currentOriginalVertexIndex = 0;
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Vector3Map positionMap(meshData, hasBlendShapes, positionTolerance);
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positionMap.reserve(vertexCount);
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// Add the vertex data to all the layers
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const AZ::u32 faceCount = meshData->GetFaceCount();
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@@ -448,32 +518,7 @@ namespace AZ::SceneGenerationComponents
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meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
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for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
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{
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const AZ::u32 orgVertexNumber = [&meshData, &hasBlendShapes, &vertexIndex, &positionMap, ¤tOriginalVertexIndex, positionTolerance, positionToleranceReciprocal]() -> AZ::u32
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{
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if (hasBlendShapes)
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{
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// Don't attempt to weld similar vertices if there's blendshapes
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// Welding the vertices here based on position could cause the vertices of a base shape to be
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// welded, and the vertices of the blendshape to not be welded, resulting in a vertex count
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// mismatch between the two
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return meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
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}
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// Round the vertex position so that a float comparison can be made with entires in the positionMap
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// pos = floor( x * 10 + 0.5) * 0.1
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const AZ::Vector3 position = AZ::Vector3(
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AZ::Simd::Vec3::Floor(
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(meshData->GetPosition(vertexIndex) * positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
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)
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) * positionTolerance;
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const auto& [iter, didInsert] = positionMap.try_emplace(position, currentOriginalVertexIndex);
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if (didInsert)
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{
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++currentOriginalVertexIndex;
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}
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return iter->second;
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}();
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const AZ::u32 orgVertexNumber = positionMap[vertexIndex];
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orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
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@@ -504,6 +549,12 @@ namespace AZ::SceneGenerationComponents
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meshBuilder.EndPolygon();
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}
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const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
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const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
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const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
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meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold, positionMap));
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meshBuilder.GenerateSubMeshVertexOrders();
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// Create the resulting nodes
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