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:
Chris Burel
2021-07-08 16:16:47 -07:00
parent 7bcd4baec4
commit 9ea46bad83
2 changed files with 258 additions and 86 deletions
@@ -97,6 +97,85 @@ namespace AZ::SceneGenerationComponents
namespace Containers = AZ::SceneAPI::Containers;
namespace Views = Containers::Views;
// @brief A class to map from a mesh's vertex index to it's welded vertex index
//
// When the mesh optimizer runs, it welds nearby vertices (if there are no blendshapes). This class provides a
// constant time lookup to map from an unwelded vertex index to the welded one.
// The welding works by rounding the vertex's position to the given position tolerance, then uses that rounded
// Vector3 as a key into a unordered_map.
template <class MeshDataType>
class Vector3Map
: private AZStd::unordered_map<AZ::Vector3, AZ::u32>
{
public:
Vector3Map(const MeshDataType* meshData, bool hasBlendShapes, float positionTolerance)
: m_meshData(meshData)
, m_hasBlendShapes(hasBlendShapes)
, m_positionTolerance(positionTolerance)
, m_positionToleranceReciprocal(1.0f / positionTolerance)
{
}
using AZStd::unordered_map<AZ::Vector3, AZ::u32>::reserve;
AZ::u32 operator[](const AZ::u32 vertexIndex)
{
if (m_hasBlendShapes)
{
// Don't attempt to weld similar vertices if there's blendshapes
// Welding the vertices here based on position could cause the vertices of a base shape to be welded,
// and the vertices of the blendshape to not be welded, resulting in a vertex count mismatch between
// the two
return m_meshData->GetUsedPointIndexForControlPoint(m_meshData->GetControlPointIndex(vertexIndex));
}
const auto& [iter, didInsert] = try_emplace(GetPositionForIndex(vertexIndex), m_currentOriginalVertexIndex);
if (didInsert)
{
++m_currentOriginalVertexIndex;
}
return iter->second;
}
[[nodiscard]] AZ::u32 at(const AZ::u32 vertexIndex) const
{
if (m_hasBlendShapes)
{
// Don't attempt to weld similar vertices if there's blendshapes
// Welding the vertices here based on position could cause the vertices of a base shape to be welded,
// and the vertices of the blendshape to not be welded, resulting in a vertex count mismatch between
// the two
return m_meshData->GetUsedPointIndexForControlPoint(m_meshData->GetControlPointIndex(vertexIndex));
}
auto iter = find(GetPositionForIndex(vertexIndex));
AZSTD_CONTAINER_ASSERT(iter != end(), "Element with key is not present");
return iter->second;
}
private:
AZ::Vector3 GetPositionForIndex(const AZ::u32 vertexIndex) const
{
// Round the vertex position so that a float comparison can be made with entires in the map
// pos = floor( x * 10 + 0.5) * 0.1
return AZ::Vector3(
AZ::Simd::Vec3::Floor(
(m_meshData->GetPosition(vertexIndex) * m_positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
)
) * m_positionTolerance;
}
const MeshDataType* m_meshData;
bool m_hasBlendShapes;
float m_positionTolerance;
float m_positionToleranceReciprocal;
AZ::u32 m_currentOriginalVertexIndex = 0;
};
template<class MeshDataType>
Vector3Map(const MeshDataType*) -> Vector3Map<const MeshDataType>;
MeshOptimizerComponent::MeshOptimizerComponent()
{
BindToCall(&MeshOptimizerComponent::OptimizeMeshes);
@@ -107,7 +186,7 @@ namespace AZ::SceneGenerationComponents
auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(3);
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(4);
}
}
@@ -116,7 +195,8 @@ namespace AZ::SceneGenerationComponents
const MeshDataType* meshData,
const SkinWeightDataView& skinWeights,
AZ::u32 maxWeightsPerVertex,
float weightThreshold)
float weightThreshold,
const Vector3Map<MeshDataType>& positionMap)
{
if (skinWeights.empty())
{
@@ -142,15 +222,12 @@ namespace AZ::SceneGenerationComponents
for (size_t linkIndex = 0; linkIndex < linkCount; ++linkIndex)
{
const ISkinWeightData::Link& link = skinData.get().GetLink(controlPointIndex, linkIndex);
skinningInfo->AddInfluence(usedPointIndex, {aznumeric_caster(link.boneId), link.weight});
skinningInfo->AddInfluence(positionMap.at(usedPointIndex), {aznumeric_caster(link.boneId), link.weight});
}
}
}
if (skinningInfo)
{
skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
}
skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
return skinningInfo;
}
@@ -430,16 +507,9 @@ namespace AZ::SceneGenerationComponents
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerVector3*> bitangentLayers = makeLayersForData(bitangents);
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerColor*> vertexColorLayers = makeLayersForData(vertexColors);
const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
constexpr float positionTolerance = 0.0001f;
constexpr float positionToleranceReciprocal = 1.0f / positionTolerance;
AZStd::unordered_map<AZ::Vector3, AZ::u32> positionMap{};
AZ::u32 currentOriginalVertexIndex = 0;
Vector3Map positionMap(meshData, hasBlendShapes, positionTolerance);
positionMap.reserve(vertexCount);
// Add the vertex data to all the layers
const AZ::u32 faceCount = meshData->GetFaceCount();
@@ -448,32 +518,7 @@ namespace AZ::SceneGenerationComponents
meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
{
const AZ::u32 orgVertexNumber = [&meshData, &hasBlendShapes, &vertexIndex, &positionMap, &currentOriginalVertexIndex, positionTolerance, positionToleranceReciprocal]() -> AZ::u32
{
if (hasBlendShapes)
{
// Don't attempt to weld similar vertices if there's blendshapes
// Welding the vertices here based on position could cause the vertices of a base shape to be
// welded, and the vertices of the blendshape to not be welded, resulting in a vertex count
// mismatch between the two
return meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
}
// Round the vertex position so that a float comparison can be made with entires in the positionMap
// pos = floor( x * 10 + 0.5) * 0.1
const AZ::Vector3 position = AZ::Vector3(
AZ::Simd::Vec3::Floor(
(meshData->GetPosition(vertexIndex) * positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
)
) * positionTolerance;
const auto& [iter, didInsert] = positionMap.try_emplace(position, currentOriginalVertexIndex);
if (didInsert)
{
++currentOriginalVertexIndex;
}
return iter->second;
}();
const AZ::u32 orgVertexNumber = positionMap[vertexIndex];
orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
@@ -504,6 +549,12 @@ namespace AZ::SceneGenerationComponents
meshBuilder.EndPolygon();
}
const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold, positionMap));
meshBuilder.GenerateSubMeshVertexOrders();
// Create the resulting nodes