Got transform result close for 3 bone chain, longer chains are still not correct
(cherry picked from commit 5ac65de6148dcc03b9f2953e97dd943493f23ed9) # Conflicts: # Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTransformImporter.cpp
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@@ -61,7 +61,7 @@ namespace AZ
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}
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}
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}
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#pragma optimize("", off)
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Events::ProcessingResult AssImpTransformImporter::ImportTransform(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "transform");
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@@ -79,6 +79,11 @@ namespace AZ
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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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if (currentNode->mName.C_Str() == AZStd::string("FrontCloth_02"))
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{
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__debugbreak();
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}
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aiMatrix4x4 combinedTransform;
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if (isBone)
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@@ -87,20 +92,67 @@ namespace AZ
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aiMatrix4x4 offsetMatrix = boneIterator->second->mOffsetMatrix;
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aiMatrix4x4 parentOffset {};
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aiMatrix4x4 parentTransform{};
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if (parentNode)
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{
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parentTransform = parentNode->mTransformation;
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}
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auto azOffset = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(offsetMatrix);
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decltype(azOffset) azParentOffset{};
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AZStd::vector<DataTypes::MatrixType> transforms, offsets, inverseTransforms, inverseOffsets;
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auto addTransform = [&](AZStd::string, aiMatrix4x4 mat)
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{
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auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat);
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transforms.push_back(azMat);
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inverseTransforms.push_back(azMat.GetInverseFull());
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};
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auto addOffset = [&]([[maybe_unused]] auto name, aiMatrix4x4 mat)
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{
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auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat);
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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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auto curNode = currentNode;
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while (curNode && boneLookup.count(curNode->mName.C_Str()))
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{
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AZStd::string name = curNode->mName.C_Str();
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addOffset(name, boneLookup.at(name)->mOffsetMatrix);
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addTransform(name, curNode->mTransformation);
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curNode = curNode->mParent;
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}
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// Go up the tree to find the root bone. It's parent will be the scene mRootNode
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while (parentNode && parentNode->mParent && parentNode->mParent != scene->mRootNode)
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{
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parentNode = parentNode->mParent;
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}
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auto parentBoneIterator = boneLookup.find(parentNode->mName.C_Str());
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aiMatrix4x4 rootOffsetMatrix{};
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if (parentNode && parentBoneIterator != boneLookup.end())
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if (parentBoneIterator != boneLookup.end())
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{
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const auto& parentBone = parentBoneIterator->second;
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parentOffset = parentBone->mOffsetMatrix;
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rootOffsetMatrix = parentBoneIterator->second->mOffsetMatrix;
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}
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auto inverseOffset = offsetMatrix;
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inverseOffset.Inverse();
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combinedTransform = parentOffset * inverseOffset;
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auto parentTransformInverse = parentTransform;
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parentTransformInverse.Inverse();
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//auto azInverse = azOffset.GetInverseFull();
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//auto azCombined = azParentOffset * azInverse;
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//combinedTransform = parentOffset * inverseOffset;
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//parentTransform ^-1 * parentParent * azOffsetInverse
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combinedTransform = parentTransformInverse * rootOffsetMatrix * inverseOffset;
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}
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else
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{
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