Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
@@ -10,6 +10,7 @@
*
*/
#include <AzCore/std/numeric.h>
#include <Atom/RPI.Reflect/Model/ModelKdTree.h>
#include <AzCore/Math/IntersectSegment.h>
@@ -17,33 +18,24 @@ namespace AZ
{
namespace RPI
{
ModelKdTree::ESplitAxis ModelKdTree::SearchForBestSplitAxis(const AZ::Aabb& aabb, float& splitPosition)
AZStd::tuple<ModelKdTree::ESplitAxis, float> ModelKdTree::SearchForBestSplitAxis(const AZ::Aabb& aabb)
{
const float xsize = aabb.GetXExtent();
const float ysize = aabb.GetYExtent();
const float zsize = aabb.GetZExtent();
ModelKdTree::ESplitAxis axis;
if (xsize >= ysize && xsize >= zsize)
{
axis = ModelKdTree::eSA_X;
splitPosition = aabb.GetMin().GetX() + xsize * 0.5f;
return {ModelKdTree::eSA_X, aabb.GetMin().GetX() + xsize * 0.5f};
}
else if (ysize >= zsize && ysize >= xsize)
if (ysize >= zsize && ysize >= xsize)
{
axis = ModelKdTree::eSA_Y;
splitPosition = aabb.GetMin().GetY() + ysize * 0.5f;
return {ModelKdTree::eSA_Y, aabb.GetMin().GetY() + ysize * 0.5f};
}
else
{
axis = ModelKdTree::eSA_Z;
splitPosition = aabb.GetMin().GetZ() + zsize * 0.5f;
}
return axis;
return {ModelKdTree::eSA_Z, aabb.GetMin().GetZ() + zsize * 0.5f};
}
bool ModelKdTree::SplitNode(const AZ::Aabb& boundbox, const AZStd::vector<AZ::u32>& indices, ModelKdTree::ESplitAxis splitAxis, float splitPos, SSplitInfo& outInfo)
bool ModelKdTree::SplitNode(const AZ::Aabb& boundbox, const AZStd::vector<ObjectIdTriangleIndices>& indices, ModelKdTree::ESplitAxis splitAxis, float splitPos, SSplitInfo& outInfo)
{
if (splitAxis != ModelKdTree::eSA_X && splitAxis != ModelKdTree::eSA_Y && splitAxis != ModelKdTree::eSA_Z)
{
@@ -68,47 +60,35 @@ namespace AZ
outInfo.m_aboveIndices.reserve(iIndexSize);
outInfo.m_belowIndices.reserve(iIndexSize);
AZStd::array<AZ::Vector3, 3> triangleVertex;
for (AZ::u32 i = 0; i <= iIndexSize - 3; i += 3)
for (const auto& [nObjIndex, triangleIndices] : indices)
{
const AZ::u32 nObjIndex = (indices[i] & 0xFF000000) >> 24; // asuming that all 3 verices belong to the same triangle from the same object
const AZ::u32 nVertexIndices[3] = { indices[i] & 0xFFFFFF, indices[i + 1] & 0xFFFFFF, indices[i + 2] & 0xFFFFFF };
const auto& [first, second, third] = triangleIndices;
const AZStd::array_view<float>& positionBuffer = m_meshes[nObjIndex].m_vertexData;
if (positionBuffer.empty() == false)
{
for (AZStd::size_t triangleVertexIndex = 0; triangleVertexIndex < triangleVertex.size(); ++triangleVertexIndex)
{
triangleVertex[triangleVertexIndex].Set(const_cast<float*>(positionBuffer.data() + 3 * nVertexIndices[triangleVertexIndex]));
}
}
else
if (positionBuffer.empty())
{
continue;
}
if (triangleVertex[0].GetElement(splitAxis) < splitPos || triangleVertex[1].GetElement(splitAxis) < splitPos || triangleVertex[2].GetElement(splitAxis) < splitPos)
// If the split axis is Y, this uses a Vector3 to store the Y positions of each vertex in the triangle.
const AZStd::array<const float, 3> triangleVerticesValuesForThisSplitAxis {
positionBuffer[first * 3 + splitAxis], positionBuffer[second * 3 + splitAxis], positionBuffer[third * 3 + splitAxis]
};
if (AZStd::any_of(begin(triangleVerticesValuesForThisSplitAxis), end(triangleVerticesValuesForThisSplitAxis), [splitPos](const float value) { return value < splitPos; }))
{
outInfo.m_aboveIndices.push_back(indices[i + 0]);
outInfo.m_aboveIndices.push_back(indices[i + 1]);
outInfo.m_aboveIndices.push_back(indices[i + 2]);
outInfo.m_aboveIndices.emplace_back(nObjIndex, triangleIndices);
}
if (triangleVertex[0].GetElement(splitAxis) >= splitPos || triangleVertex[1].GetElement(splitAxis) >= splitPos || triangleVertex[2].GetElement(splitAxis) >= splitPos)
if (AZStd::any_of(begin(triangleVerticesValuesForThisSplitAxis), end(triangleVerticesValuesForThisSplitAxis), [splitPos](const float value) { return value >= splitPos; }))
{
outInfo.m_belowIndices.push_back(indices[i + 0]);
outInfo.m_belowIndices.push_back(indices[i + 1]);
outInfo.m_belowIndices.push_back(indices[i + 2]);
outInfo.m_belowIndices.emplace_back(nObjIndex, triangleIndices);
}
}
if (indices.size() == outInfo.m_aboveIndices.size() || indices.size() == outInfo.m_belowIndices.size())
{
// triangles are too close to cut any further
return false;
}
return true;
// If either the top or bottom contain all the input indices, the triangles are too close to cut any
// further and the split failed
return indices.size() != outInfo.m_aboveIndices.size() && indices.size() != outInfo.m_belowIndices.size();
}
bool ModelKdTree::Build(const ModelAsset* model)
@@ -120,34 +100,32 @@ namespace AZ
ConstructMeshList(model, AZ::Transform::CreateIdentity());
AZ::Aabb entireBoundBox;
entireBoundBox.SetNull();
AZ::Aabb entireBoundBox = AZ::Aabb::CreateNull();
// indices with object ids
AZStd::vector<AZ::u32> indices;
AZStd::vector<ObjectIdTriangleIndices> indices;
int totalSizeNeed = 0;
for (const MeshData& data : m_meshes)
const size_t totalSizeNeed = AZStd::accumulate(begin(m_meshes), end(m_meshes), size_t{0}, [](const size_t current, const MeshData& data)
{
totalSizeNeed += data.m_mesh->GetVertexCount();
}
return current + data.m_mesh->GetVertexCount();
});
indices.reserve(totalSizeNeed);
AZ::Vector3 vertex;
for (AZ::u32 meshIndex = 0, meshCount = aznumeric_cast<AZ::u32>(m_meshes.size()); meshIndex < meshCount; ++meshIndex)
for (AZ::u8 meshIndex = 0, meshCount = aznumeric_caster(m_meshes.size()); meshIndex < meshCount; ++meshIndex)
{
AZStd::array_view<float> positionBuffer = m_meshes[meshIndex].m_vertexData;
if (positionBuffer.empty() == false)
const AZStd::array_view<float> positionBuffer = m_meshes[meshIndex].m_vertexData;
for (size_t positionIndex = 0; positionIndex < positionBuffer.size(); positionIndex += 3)
{
const int nVertexCount = m_meshes[meshIndex].m_mesh->GetVertexCount();
for (int k = 0; k < nVertexCount; ++k)
{
vertex.Set(const_cast<float*>((positionBuffer.data() + 3 * k)));
entireBoundBox.AddPoint({positionBuffer[positionIndex], positionBuffer[positionIndex + 1], positionBuffer[positionIndex + 2]});
}
entireBoundBox.AddPoint(vertex);
indices.push_back((meshIndex << 24) | k);
}
// The view returned by GetIndexBuffer returns a tuple<uint32_t, uint32_t, uint32_t>, in order to read
// 3 values at a time from the raw index buffer. It uses a reinterpret_cast to accomplish this. The
// cast results in the order of the indices being reversed, which is why they are read [third, second,
// first] here.
for (const auto& [thirdIndex, secondIndex, firstIndex] : GetIndexBuffer(*m_meshes[meshIndex].m_mesh))
{
indices.emplace_back(meshIndex, TriangleIndices{firstIndex, secondIndex, thirdIndex});
}
}
@@ -160,18 +138,34 @@ namespace AZ
AZStd::array_view<float> ModelKdTree::GetPositionsBuffer(const ModelLodAsset::Mesh& mesh)
{
const AZStd::array_view<uint8_t> positionRawBuffer = mesh.GetSemanticBuffer(m_positionName);
if (positionRawBuffer.empty() == false)
const BufferAssetView* positionBufferAssetView = mesh.GetSemanticBufferAssetView(AZ::Name{"POSITION"});
if (positionBufferAssetView)
{
AZStd::array_view<float> floatBuffer(reinterpret_cast<const float*>(positionRawBuffer.data()), positionRawBuffer.size() / 12);
return floatBuffer;
const AZStd::array_view<uint8_t> positionRawBuffer = positionBufferAssetView->GetBufferAsset()->GetBuffer();
const auto size = positionBufferAssetView->GetBufferViewDescriptor().m_elementSize;
return {
reinterpret_cast<const float*>(positionRawBuffer.data() + positionBufferAssetView->GetBufferViewDescriptor().m_elementOffset * size),
positionBufferAssetView->GetBufferViewDescriptor().m_elementCount * size / sizeof(float)
};
}
AZ_Warning("ModelKdTree", false, "Could not find position buffers in a mesh");
return {};
}
void ModelKdTree::BuildRecursively(ModelKdTreeNode* pNode, const AZ::Aabb& boundbox, AZStd::vector<AZ::u32>& indices)
AZStd::array_view<ModelKdTree::TriangleIndices> ModelKdTree::GetIndexBuffer(const ModelLodAsset::Mesh& mesh)
{
const BufferAssetView& indexBufferAssetView = mesh.GetIndexBufferAssetView();
const AZStd::array_view<uint8_t> indexRawBuffer = indexBufferAssetView.GetBufferAsset()->GetBuffer();
const auto size = indexBufferAssetView.GetBufferViewDescriptor().m_elementSize;
static_assert(sizeof(TriangleIndices) == 3 * sizeof(uint32_t));
return {
reinterpret_cast<const TriangleIndices*>(indexRawBuffer.data() + indexBufferAssetView.GetBufferViewDescriptor().m_elementOffset * size),
indexBufferAssetView.GetBufferViewDescriptor().m_elementCount * size / sizeof(TriangleIndices)
};
}
void ModelKdTree::BuildRecursively(ModelKdTreeNode* pNode, const AZ::Aabb& boundbox, AZStd::vector<ObjectIdTriangleIndices>& indices)
{
pNode->SetBoundBox(boundbox);
@@ -181,8 +175,7 @@ namespace AZ
return;
}
float splitPos(0);
const ESplitAxis splitAxis = SearchForBestSplitAxis(boundbox, splitPos);
const auto [splitAxis, splitPos] = SearchForBestSplitAxis(boundbox);
pNode->SetSplitAxis(splitAxis);
pNode->SetSplitPos(splitPos);
@@ -208,20 +201,23 @@ namespace AZ
void ModelKdTree::ConstructMeshList(const ModelAsset* model, [[maybe_unused]] const AZ::Transform& matParent)
{
if (model == nullptr)
if (model == nullptr || model->GetLodAssets().empty())
{
return;
}
if (model->GetLodAssets().empty() == false)
if (ModelLodAsset* lodAssetPtr = model->GetLodAssets()[0].Get())
{
if (ModelLodAsset* loadAssetPtr = model->GetLodAssets()[0].Get())
{
for (const ModelLodAsset::Mesh& data : loadAssetPtr->GetMeshes())
{
m_meshes.push_back({ &data, GetPositionsBuffer(data) });
}
}
AZ_Warning("ModelKdTree", lodAssetPtr->GetMeshes().size() <= std::numeric_limits<AZ::u8>::max() + 1,
"KdTree generation doesn't support models with greater than 256 meshes. RayIntersection results will be incorrect "
"unless the meshes are merged or broken up into multiple models");
const size_t size = AZStd::min<size_t>(lodAssetPtr->GetMeshes().size(), std::numeric_limits<AZ::u8>::max() + 1);
m_meshes.reserve(size);
AZStd::transform(
lodAssetPtr->GetMeshes().begin(), AZStd::next(lodAssetPtr->GetMeshes().begin(), size),
AZStd::back_inserter(m_meshes),
[](const auto& mesh) { return MeshData{&mesh, GetPositionsBuffer(mesh)}; }
);
}
}
@@ -261,25 +257,24 @@ namespace AZ
const float maxDist(FLT_MAX);
float nearestDist = maxDist;
for (AZ::u32 i = 0; i <= nVBuffSize - 3; i += 3)
for (AZ::u32 i = 0; i < nVBuffSize; ++i)
{
const AZ::u32 nVertexIndex = pNode->GetVertexIndex(i);
const auto& [first, second, third] = pNode->GetVertexIndex(i);
const AZ::u32 nObjIndex = pNode->GetObjIndex(i);
AZStd::array_view<float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
AZStd::array<AZ::Vector3, 3> trianglePoints;
if (positionBuffer.empty() == false)
{
trianglePoints[0].Set(const_cast<float*>(positionBuffer.data() + 3 * nVertexIndex));
trianglePoints[1].Set(const_cast<float*>(positionBuffer.data() + 3 * pNode->GetVertexIndex(i + 1)));
trianglePoints[2].Set(const_cast<float*>(positionBuffer.data() + 3 * pNode->GetVertexIndex(i + 2)));
}
else
if (positionBuffer.empty())
{
continue;
}
const AZStd::array trianglePoints {
AZ::Vector3{positionBuffer[first * 3 + 0], positionBuffer[first * 3 + 1], positionBuffer[first * 3 + 2]},
AZ::Vector3{positionBuffer[second * 3 + 0], positionBuffer[second * 3 + 1], positionBuffer[second * 3 + 2]},
AZ::Vector3{positionBuffer[third * 3 + 0], positionBuffer[third * 3 + 1], positionBuffer[third * 3 + 2]},
};
const AZ::Vector3 rayEnd = raySrc + rayDir * distance;
if (AZ::Intersect::IntersectSegmentTriangleCCW(raySrc, rayEnd, trianglePoints[0], trianglePoints[1], trianglePoints[2],