Merge pull request #2277 from aws-lumberyard-dev/burelc/LYN-4490

[MeshOptimizer] Weld nearby vertices when optimizing meshes
This commit is contained in:
Benjamin Jillich
2021-07-22 09:42:30 -07:00
committed by GitHub
11 changed files with 366 additions and 606 deletions
@@ -29,27 +29,27 @@ namespace AZ
}
namespace SceneData
{
class MeshGroup
class SCENE_DATA_CLASS MeshGroup
: public DataTypes::IMeshGroup
{
public:
AZ_RTTI(MeshGroup, "{07B356B7-3635-40B5-878A-FAC4EFD5AD86}", DataTypes::IMeshGroup);
AZ_CLASS_ALLOCATOR(MeshGroup, SystemAllocator, 0)
MeshGroup();
~MeshGroup() override = default;
SCENE_DATA_API MeshGroup();
SCENE_DATA_API ~MeshGroup() override = default;
const AZStd::string& GetName() const override;
void SetName(const AZStd::string& name);
void SetName(AZStd::string&& name) override;
const Uuid& GetId() const override;
void OverrideId(const Uuid& id) override;
SCENE_DATA_API const AZStd::string& GetName() const override;
SCENE_DATA_API void SetName(const AZStd::string& name);
SCENE_DATA_API void SetName(AZStd::string&& name) override;
SCENE_DATA_API const Uuid& GetId() const override;
SCENE_DATA_API void OverrideId(const Uuid& id) override;
Containers::RuleContainer& GetRuleContainer() override;
const Containers::RuleContainer& GetRuleContainerConst() const override;
SCENE_DATA_API Containers::RuleContainer& GetRuleContainer() override;
SCENE_DATA_API const Containers::RuleContainer& GetRuleContainerConst() const override;
DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() override;
const DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() const override;
SCENE_DATA_API DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() override;
SCENE_DATA_API const DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() const override;
static void Reflect(AZ::ReflectContext* context);
static bool VersionConverter(SerializeContext& context, SerializeContext::DataElementNode& classElement);
+1
View File
@@ -113,6 +113,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED)
PRIVATE
Gem::SceneProcessing.Editor.Static
AZ::AzTest
AZ::SceneData
)
ly_add_googletest(
NAME Gem::SceneProcessing.Editor.Tests
@@ -1,264 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/std/containers/vector.h>
namespace MCore
{
/**
* A dynamic 2D array template.
* This would be a better solution than "Array< Array< T > >", because the Array inside Array will perform many allocations,
* while this specialized 2D array will only perform two similar allocations.
* What it does is keep one big array of data elements, and maintain a table that indices inside this big array.
* We advise you to call the Shrink function after you performed a number of operations on the array, to maximize its memory usage efficiency.
*
* The layout of the array is as following:
*
* <pre>
*
* [ROW0]: [E0][E1][E2]
* [ROW1]: [E0][E1]
* [ROW2]: [E0][E1][E2][E3]
* [ROW3]: [E0]
*
* </pre>
*
* Where E0, E1, E2, etc are elements of the specified type T.
* Each row can have a different amount of elements that can be added or removed dynamically. Also rows can be deleted
* or added when desired.
*/
template <class T>
class Array2D
{
public:
/**
* An index table entry.
* Each row in the 2D array will get a table entry, which tells us where in the data array
* the element data starts for the given row, and how many elements will follow for the given row.
*/
struct TableEntry
{
size_t mStartIndex; /**< The index offset where the data for this row starts. */
size_t mNumElements; /**< The number of elements to follow. */
};
/**
* The default constructor.
* The number of pre-cached/allocated elements per row is set to a value of 2 on default.
* You can use the SetNumPreCachedElements(...) method to adjust this value. Make sure you adjust this value
* before you call the Resize method though, otherwise it will have no immediate effect.
*/
Array2D() = default;
/**
* Extended constructor which will automatically initialize the array dimensions.
* Basically this will initialize the array dimensions at (numRows x numPreAllocatedElemsPerRow) elements.
* Please note though, that this will NOT add actual elements. So you can't get values from the elements yet.
* This would just pre-allocate data. You have to use the Add method to actually fill the items.
* @param numRows The number of rows the array should have.
* @param numPreAllocatedElemsPerRow The number of pre-cached/allocated elements per row.
*
*/
Array2D(size_t numRows, size_t numPreAllocatedElemsPerRow = 2)
: mNumPreCachedElements(numPreAllocatedElemsPerRow) { Resize(numRows); }
/**
* Resize the array in one dimension (the number of rows).
* Rows that will be added willl automatically get [n] number of elements pre-allocated.
* The number of [n] can be set with the SetNumPreCachedElements(...) method.
* Please note that the pre-allocated/cached elements are not valid to be used yet. You have to use the Add method first.
* @param numRows The number of rows you wish to init for.
* @param autoShrink When set to true, after execution of this method the Shrink method will automatically be called in order
* to optimize the memory usage. This only happens when resizing to a lower amount of rows, so when making the array smaller.
*/
void Resize(size_t numRows, bool autoShrink = false);
/**
* Add an element to the list of elements in a given row.
* @param rowIndex The row number to add the element to.
* @param element The value of the element to add.
*/
void Add(size_t rowIndex, const T& element);
/**
* Remove an element from the array.
* @param rowIndex The row number where the element is stored.
* @param elementIndex The element number inside this row to remove.
*/
void Remove(size_t rowIndex, size_t elementIndex);
/**
* Remove a given row, including all its elements.
* This will decrease the number of rows.
* @param rowIndex The row number to remove.
* @param autoShrink When set to true, the array's memory usage will be optimized and minimized as much as possible.
*/
void RemoveRow(size_t rowIndex, bool autoShrink = false);
/**
* Remove a given range of rows and all their elements.
* All rows from the specified start row until the end row will be removed, with the start and end rows included.
* @param startRow The start row number to start removing from (so this one will also be removed).
* @param endRow The end row number (which will also be removed).
* @param autoShrink When set to true, the array's memory usage will be optimized and minimized as much as possible.
*/
void RemoveRows(size_t startRow, size_t endRow, bool autoShrink = false);
/**
* Optimize (minimize) the memory usage of the array.
* This will move all elements around, removing all gaps and unused pre-cached/allocated items.
* It is advised to call this method after you applied some heavy modifications to the array, such as
* removing rows or many elements. When your array data is fairly static, and you won't be adding or removing
* data from it very frequently, you should definitely call this method after you have filled the array with data.
*/
void Shrink();
/**
* Set the number of elements per row that should be pre-allocated/cached when creating / adding new rows.
* This doesn't actually increase the number of elements for a given row, but just reserves memory for the elements, which can
* speedup adding of new elements and prevent memory reallocs. The default value is set to 2 when creating an array, unless specified differently.
* @param numElemsPerRow The number of elements per row that should be pre-allocated.
*/
void SetNumPreCachedElements(size_t numElemsPerRow) { mNumPreCachedElements = numElemsPerRow; }
/**
* Get the number of pre-cached/allocated elements per row, when creating new rows.
* See the SetNumPreCachedElements for more information.
* @result The number of elements per row that will be pre-allocated/cached when adding a new row.
* @see SetNumPreCachedElements.
*/
size_t GetNumPreCachedElements() const { return mNumPreCachedElements; }
/**
* Get the number of stored elements inside a given row.
* @param rowIndex The row number.
* @result The number of elements stored inside this row.
*/
size_t GetNumElements(size_t rowIndex) const { return mIndexTable[rowIndex].mNumElements; }
/**
* Get a pointer to the element data stored in a given row.
* Use this method with care as it can easily overwrite data from other elements.
* All element data for a given row is stored sequential, so right after eachother in one continuous piece of memory.
* The next row's element data however might not be connected to the memory of row before that!
* Also only use this method when the GetNumElements(...) method for this row returns a value greater than zero.
* @param rowIndex the row number.
* @result A pointer to the element data for the given row.
*/
T* GetElements(size_t rowIndex) { return &mData[ mIndexTable[rowIndex].mStartIndex ]; }
/**
* Get the data of a given element.
* @param rowIndex The row number where the element is stored.
* @param elementNr The element number inside this row to retrieve.
* @result A reference to the element data.
*/
T& GetElement(size_t rowIndex, size_t elementNr) { return mData[ mIndexTable[rowIndex].mStartIndex + elementNr ]; }
/**
* Get the data of a given element.
* @param rowIndex The row number where the element is stored.
* @param elementNr The element number inside this row to retrieve.
* @result A const reference to the element data.
*/
const T& GetElement(size_t rowIndex, size_t elementNr) const { return mData[ mIndexTable[rowIndex].mStartIndex + elementNr ]; }
/**
* Set the value for a given element in the array.
* @param rowIndex The row where the element is stored in.
* @param elementNr The element number to set the value for.
* @param value The value to set the element to.
*/
void SetElement(size_t rowIndex, size_t elementNr, const T& value) { MCORE_ASSERT(rowIndex < mIndexTable.GetLength()); MCORE_ASSERT(elementNr < mIndexTable[rowIndex].mNumElements); mData[ mIndexTable[rowIndex].mStartIndex + elementNr ] = value; }
/**
* Get the number of rows in the 2D array.
* @result The number of rows.
*/
size_t GetNumRows() const { return mIndexTable.size(); }
/**
* Calculate the percentage of memory that is filled with element data.
* When this is 100%, then all allocated element data is filled and used.
* When it would be 25% then only 25% of all allocated element data is used. This is an indication that
* you should most likely use the Shrink method, which will ensure that the memory usage will become 100% again, which
* would be most optimal.
* @result The percentage (in range of 0..100) of used element memory.
*/
float CalcUsedElementMemoryPercentage() const { return (mData.GetLength() ? (CalcTotalNumElements() / (float)mData.GetLength()) * 100.0f : 0); }
/**
* Swap the element data of two rows.
* Beware, this is pretty slow!
* @param rowA The first row.
* @param rowB The second row.
*/
void Swap(size_t rowA, size_t rowB);
/**
* Calculate the total number of used elements.
* A used element is an element that has been added and that has a valid value stored.
* This excludes pre-allocated/cached elements.
* @result The total number of elements stored in the array.
*/
size_t CalcTotalNumElements() const;
/**
* Clear all contents.
* This deletes all rows and clears all their their elements as well.
* Please keep in mind though, that when you have an array of pointers to objects you allocated, that
* you still have to delete those objects by hand! The Clear function will not delete those.
* @param freeMem When set to true, all memory used by the array internally will be deleted. If set to false, the memory
* will not be deleted and can be reused later on again without doing any memory realloc when possible.
*/
void Clear(bool freeMem = true)
{
mIndexTable.clear();
mData.clear();
if (freeMem)
{
mIndexTable.shrink_to_fit();
mData.shrink_to_fit();
}
}
/**
* Log all array contents.
* This will log the number of rows, number of elements, used element memory percentage, as well
* as some details about each row.
*/
void LogContents();
/**
* Get the index table.
* This table describes for each row the start index and number of elements for the row.
* The length of the array equals the value returned by GetNumRows().
* @result The array of index table entries, which specify the start indices and number of entries per row.
*/
AZStd::vector<TableEntry>& GetIndexTable() { return mIndexTable; }
/**
* Get the data array.
* This contains the data array in which the index table points.
* Normally you shouldn't be using this method. However it is useful in some specific cases.
* @result The data array that contains all elements.
*/
AZStd::vector<T>& GetData() { return mData; }
private:
AZStd::vector<T> mData; /**< The element data. */
AZStd::vector<TableEntry> mIndexTable; /**< The index table that let's us know where what data is inside the element data array. */
size_t mNumPreCachedElements = 2; /**< The number of elements per row to pre-allocate when resizing this array. This prevents some re-allocs. */
};
// include inline code
#include "Array2D.inl"
} // namespace MCore
@@ -1,289 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// resize the array's number of rows
template <class T>
void Array2D<T>::Resize(size_t numRows, bool autoShrink)
{
// get the current (old) number of rows
const size_t oldNumRows = mIndexTable.size();
// don't do anything when we don't need to
if (numRows == oldNumRows)
{
return;
}
// resize the index table
mIndexTable.resize(numRows);
// check if we decreased the number of rows or not
if (numRows < oldNumRows)
{
// pack memory as tight as possible
if (autoShrink)
{
Shrink();
}
}
else // we added new entries
{
// init the new table entries
for (size_t i = oldNumRows; i < numRows; ++i)
{
mIndexTable[i].mStartIndex = mData.size() + (i * mNumPreCachedElements);
mIndexTable[i].mNumElements = 0;
}
// grow the data array
const size_t numNewRows = numRows - oldNumRows;
mData.resize(mData.size() + numNewRows * mNumPreCachedElements);
}
}
// add an element
template <class T>
void Array2D<T>::Add(size_t rowIndex, const T& element)
{
AZ_Assert(rowIndex < mIndexTable.size(), "Array index out of bounds");
// find the insert location inside the data array
size_t insertPos = mIndexTable[rowIndex].mStartIndex + mIndexTable[rowIndex].mNumElements;
if (insertPos >= mData.size())
{
mData.resize(insertPos + 1);
}
// check if we need to insert for real
bool needRealInsert = true;
if (rowIndex < mIndexTable.size() - 1) // if there are still entries coming after the one we have to add to
{
if (insertPos < mIndexTable[rowIndex + 1].mStartIndex) // if basically there are empty unused element we can use
{
needRealInsert = false; // then we don't need to do any reallocs
}
}
else
{
// if we're dealing with the last row
if (rowIndex == mIndexTable.size() - 1)
{
if (insertPos < mData.size()) // if basically there are empty unused element we can use
{
needRealInsert = false;
}
}
}
// perform the insertion
if (needRealInsert)
{
// insert the element inside the data array
mData.insert(AZStd::next(begin(mData), insertPos), element);
// adjust the index table entries
const size_t numRows = mIndexTable.size();
for (size_t i = rowIndex + 1; i < numRows; ++i)
{
mIndexTable[i].mStartIndex++;
}
}
else
{
mData[insertPos] = element;
}
// increase the number of elements in the index table
mIndexTable[rowIndex].mNumElements++;
}
// remove a given element
template <class T>
void Array2D<T>::Remove(size_t rowIndex, size_t elementIndex)
{
AZ_Assert(rowIndex < mIndexTable.size(), "Array2D<>::Remove: array index out of bounds");
AZ_Assert(elementIndex < mIndexTable[rowIndex].mNumElements, "Array2D<>::Remove: element index out of bounds");
AZ_Assert(mIndexTable[rowIndex].mNumElements > 0, "Array2D<>::Remove: array index out of bounds");
const size_t startIndex = mIndexTable[rowIndex].mStartIndex;
const size_t maxElementIndex = mIndexTable[rowIndex].mNumElements - 1;
// swap the last element with the one to be removed
if (elementIndex != maxElementIndex)
{
mData[startIndex + elementIndex] = mData[startIndex + maxElementIndex];
}
// decrease the number of elements
mIndexTable[rowIndex].mNumElements--;
}
// remove a given row
template <class T>
void Array2D<T>::RemoveRow(size_t rowIndex, bool autoShrink)
{
AZ_Assert(rowIndex < mIndexTable.GetLength(), "Array2D<>::RemoveRow: rowIndex out of bounds");
mIndexTable.Remove(rowIndex);
// optimize memory usage when desired
if (autoShrink)
{
Shrink();
}
}
// remove a set of rows
template <class T>
void Array2D<T>::RemoveRows(size_t startRow, size_t endRow, bool autoShrink)
{
AZ_Assert(startRow < mIndexTable.size(), "Array2D<>::RemoveRows: startRow out of bounds");
AZ_Assert(endRow < mIndexTable.size(), "Array2D<>::RemoveRows: endRow out of bounds");
// check if the start row is smaller than the end row
if (startRow < endRow)
{
const size_t numToRemove = (endRow - startRow) + 1;
mIndexTable.erase(AZStd::next(begin(mIndexTable), startRow), AZStd::next(AZStd::next(begin(mIndexTable), startRow), numToRemove));
}
else // if the end row is smaller than the start row
{
const size_t numToRemove = (startRow - endRow) + 1;
mIndexTable.erase(AZStd::next(begin(mIndexTable), endRow), AZStd::next(AZStd::next(begin(mIndexTable), endRow), numToRemove));
}
// optimize memory usage when desired
if (autoShrink)
{
Shrink();
}
}
// optimize memory usage
template <class T>
void Array2D<T>::Shrink()
{
// for all attributes, except for the last one
const size_t numRows = mIndexTable.size();
if (numRows == 0)
{
return;
}
// remove all unused items between the rows (unused element data per row)
const size_t numRowsMinusOne = numRows - 1;
for (size_t a = 0; a < numRowsMinusOne; ++a)
{
const size_t firstUnusedIndex = mIndexTable[a ].mStartIndex + mIndexTable[a].mNumElements;
const size_t numUnusedElements = mIndexTable[a + 1].mStartIndex - firstUnusedIndex;
// if we have pre-cached/unused elements, remove those by moving memory to remove the "holes"
if (numUnusedElements > 0)
{
// remove the unused elements from the array
mData.erase(AZStd::next(begin(mData), firstUnusedIndex), AZStd::next(AZStd::next(begin(mData), firstUnusedIndex), numUnusedElements));
// change the start indices for all the rows coming after the current one
const size_t numTotalRows = mIndexTable.size();
for (size_t i = a + 1; i < numTotalRows; ++i)
{
mIndexTable[i].mStartIndex -= numUnusedElements;
}
}
}
// now move all start index values and all data to the front of the data array as much as possible
// like data on row 0 starting at data element 7, would be moved to data element 0
size_t dataPos = 0;
for (size_t row = 0; row < numRows; ++row)
{
// if the data starts after the place where it could start, move it to the place where it could start
if (mIndexTable[row].mStartIndex > dataPos)
{
AZStd::move(AZStd::next(begin(mData), this->mIndexTable[row].mStartIndex), AZStd::next(AZStd::next(begin(mData), this->mIndexTable[row].mStartIndex), this->mIndexTable[row].mNumElements), AZStd::next(begin(mData), dataPos));
mIndexTable[row].mStartIndex = dataPos;
}
// increase the data pos
dataPos += mIndexTable[row].mNumElements;
}
// remove all unused data items
if (dataPos < mData.size())
{
mData.erase(AZStd::next(begin(mData), dataPos), end(mData));
}
// shrink the arrays
mData.shrink_to_fit();
mIndexTable.shrink_to_fit();
}
// calculate the number of used elements
template <class T>
size_t Array2D<T>::CalcTotalNumElements() const
{
size_t totalElements = 0;
// add all number of row elements together
const size_t numRows = mIndexTable.size();
for (size_t i = 0; i < numRows; ++i)
{
totalElements += mIndexTable[i].mNumElements;
}
return totalElements;
}
// swap the contents of two rows
template <class T>
void Array2D<T>::Swap(size_t rowA, size_t rowB)
{
// get the original number of elements from both rows
const size_t numElementsA = mIndexTable[rowA].mNumElements;
const size_t numElementsB = mIndexTable[rowB].mNumElements;
// move the element data of rowA into a temp buffer
AZStd::vector<T> tempData(numElementsA);
AZStd::move(
AZStd::next(mData.begin(), mIndexTable[rowA].mStartIndex),
AZStd::next(mData.begin(), mIndexTable[rowA].mStartIndex + numElementsA),
tempData.begin()
);
// remove the elements from rowA
while (GetNumElements(rowA))
{
Remove(rowA, 0);
}
// add all elements of row B
size_t i;
for (i = 0; i < numElementsB; ++i)
{
Add(rowA, GetElement(rowB, i));
}
// remove all elements from B
while (GetNumElements(rowB))
{
Remove(rowB, 0);
}
// add all elements from the original A
for (i = 0; i < numElementsA; ++i)
{
Add(rowB, tempData[i]);
}
}
@@ -25,8 +25,11 @@ namespace AZ::MeshBuilder
// constructor
MeshBuilderSkinningInfo::MeshBuilderSkinningInfo(size_t numOrgVertices)
{
mInfluences.SetNumPreCachedElements(4); // TODO: verify if this is the fastest
mInfluences.Resize(numOrgVertices);
mInfluences.resize(numOrgVertices);
for (auto& subArray : mInfluences)
{
subArray.reserve(4);
}
}
@@ -100,13 +103,13 @@ namespace AZ::MeshBuilder
// remove all influences
for (size_t i = 0; i < numInfluences; ++i)
{
mInfluences.Remove(v, 0);
RemoveInfluence(v, 0);
}
// re-add them
for (const Influence& influence : influences)
{
mInfluences.Add(v, influence);
AddInfluence(v, influence);
}
}
}
@@ -10,8 +10,8 @@
#include <AzCore/Memory/Memory.h>
#include <AzCore/base.h>
#include <AzCore/std/containers/vector.h>
#include "MeshBuilderInvalidIndex.h"
#include "Array2D.h"
namespace AZ::MeshBuilder
{
@@ -35,14 +35,19 @@ namespace AZ::MeshBuilder
MeshBuilderSkinningInfo(size_t numOrgVertices);
void AddInfluence(size_t orgVtxNr, size_t nodeNr, float weight) { AddInfluence(orgVtxNr, {nodeNr, weight}); }
void AddInfluence(size_t orgVtxNr, const Influence& influence) { mInfluences.Add(orgVtxNr, influence); }
void RemoveInfluence(size_t orgVtxNr, size_t influenceNr) { mInfluences.Remove(orgVtxNr, influenceNr); }
const Influence& GetInfluence(size_t orgVtxNr, size_t influenceNr) const { return mInfluences.GetElement(orgVtxNr, influenceNr); }
size_t GetNumInfluences(size_t orgVtxNr) const { return mInfluences.GetNumElements(orgVtxNr); }
size_t GetNumOrgVertices() const { return mInfluences.GetNumRows(); }
void OptimizeMemoryUsage() { mInfluences.Shrink(); }
size_t CalcTotalNumInfluences() const { return mInfluences.CalcTotalNumElements(); }
void AddInfluence(size_t orgVtxNr, const Influence& influence) { mInfluences.resize(AZStd::max(mInfluences.size(), orgVtxNr)); mInfluences.at(orgVtxNr).emplace_back(influence); }
void RemoveInfluence(size_t orgVtxNr, size_t influenceNr) { mInfluences.at(orgVtxNr).erase(mInfluences.at(orgVtxNr).begin() + influenceNr); }
const Influence& GetInfluence(size_t orgVtxNr, size_t influenceNr) const { return mInfluences.at(orgVtxNr).at(influenceNr); }
size_t GetNumInfluences(size_t orgVtxNr) const { return mInfluences.at(orgVtxNr).size(); }
size_t GetNumOrgVertices() const { return mInfluences.size(); }
void OptimizeMemoryUsage()
{
for (auto& subArray : mInfluences)
{
subArray.shrink_to_fit();
}
mInfluences.shrink_to_fit();
}
// optimize the weight data
void Optimize(AZ::u32 maxNumWeightsPerVertex = 4, float weightThreshold = 0.0001f);
@@ -53,7 +58,7 @@ namespace AZ::MeshBuilder
// sort the influences, starting with the biggest weight
static void SortInfluences(AZStd::vector<Influence>& influences);
public:
MCore::Array2D<Influence> mInfluences;
private:
AZStd::vector<AZStd::vector<Influence>> mInfluences;
};
} // namespace AZ::MeshBuilder
@@ -97,6 +97,86 @@ 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;
using AZStd::unordered_map<AZ::Vector3, AZ::u32>::size;
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 +187,7 @@ namespace AZ::SceneGenerationComponents
auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(2);
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(4);
}
}
@@ -116,14 +196,15 @@ namespace AZ::SceneGenerationComponents
const MeshDataType* meshData,
const SkinWeightDataView& skinWeights,
AZ::u32 maxWeightsPerVertex,
float weightThreshold)
float weightThreshold,
const Vector3Map<MeshDataType>& positionMap)
{
if (skinWeights.empty())
{
return {};
}
const size_t usedControlPointCount = meshData->GetUsedControlPointCount();
const size_t usedControlPointCount = positionMap.size();
auto skinningInfo = AZStd::make_unique<AZ::MeshBuilder::MeshBuilderSkinningInfo>(aznumeric_cast<AZ::u32>(usedControlPointCount));
@@ -142,15 +223,12 @@ 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;
}
@@ -193,17 +271,12 @@ namespace AZ::SceneGenerationComponents
const AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes = [](const SceneGraph& graph)
{
AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes;
for (auto it = graph.GetContentStorage().cbegin(); it != graph.GetContentStorage().cend(); ++it)
const auto meshNodes = Containers::MakeDerivedFilterView<IMeshData>(graph.GetContentStorage());
for (auto it = meshNodes.cbegin(); it != meshNodes.cend(); ++it)
{
// Skip anything that isn't a mesh.
const auto* mesh = azdynamic_cast<const AZ::SceneAPI::DataTypes::IMeshData*>(it->get());
if (!mesh)
{
continue;
}
// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
meshes.emplace_back(mesh, graph.ConvertToNodeIndex(it));
// The sequential calls to GetBaseIterator unwrap the layers of FilterIterators from the MakeDerivedFilterView
meshes.emplace_back(&(*it), graph.ConvertToNodeIndex(it.GetBaseIterator().GetBaseIterator().GetBaseIterator()));
}
return meshes;
}(graph);
@@ -288,6 +361,12 @@ namespace AZ::SceneGenerationComponents
auto [optimizedMesh, optimizedUVs, optimizedTangents, optimizedBitangents, optimizedVertexColors, optimizedSkinWeights] = OptimizeMesh(mesh, mesh, uvDatas, tangentDatas, bitangentDatas, colorDatas, skinWeightDatas, meshGroup, hasBlendShapes);
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Base mesh: %zu vertices, optimized mesh: %zu vertices, %0.02f%% of the original",
mesh->GetUsedControlPointCount(),
optimizedMesh->GetUsedControlPointCount(),
((float)optimizedMesh->GetUsedControlPointCount() / (float)mesh->GetUsedControlPointCount()) * 100.0f
);
const NodeIndex optimizedMeshNodeIndex = graph.AddChild(graph.GetNodeParent(nodeIndex), name.c_str(), AZStd::move(optimizedMesh));
auto addOptimizedNodes = [&graph, &optimizedMeshNodeIndex](const auto& originalNodeIndexes, auto& optimizedNodes)
@@ -429,10 +508,9 @@ 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;
Vector3Map positionMap(meshData, hasBlendShapes, positionTolerance);
positionMap.reserve(vertexCount);
// Add the vertex data to all the layers
const AZ::u32 faceCount = meshData->GetFaceCount();
@@ -441,8 +519,8 @@ namespace AZ::SceneGenerationComponents
meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
{
const int orgVertexNumber = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
AZ_Assert(orgVertexNumber >= 0, "Invalid vertex number");
const AZ::u32 orgVertexNumber = positionMap[vertexIndex];
orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));
@@ -472,6 +550,12 @@ 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
@@ -0,0 +1,221 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <gtest/gtest.h>
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Jobs/JobManagerComponent.h>
#include <AzCore/Memory/MemoryComponent.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/ISkinWeightData.h>
#include <SceneAPI/SceneCore/Events/GenerateEventContext.h>
#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinWeightData.h>
#include <SceneAPI/SceneData/Groups/MeshGroup.h>
#include <Generation/Components/MeshOptimizer/MeshOptimizerComponent.h>
#include <InitSceneAPIFixture.h>
namespace AZ::SceneAPI::DataTypes
{
void PrintTo(const ISkinWeightData::Link& link, ::std::ostream* os)
{
*os << '{' << link.boneId << ", " << link.weight << '}';
}
}
namespace SceneProcessing
{
class VertexDeduplicationFixture
: public SceneProcessing::InitSceneAPIFixture
{
public:
void SetUp() override
{
SceneProcessing::InitSceneAPIFixture::SetUp();
m_systemEntity = m_app.Create({}, {});
m_systemEntity->AddComponent(aznew AZ::MemoryComponent());
m_systemEntity->AddComponent(aznew AZ::JobManagerComponent());
m_systemEntity->Init();
m_systemEntity->Activate();
}
void TearDown() override
{
m_systemEntity->Deactivate();
SceneProcessing::InitSceneAPIFixture::TearDown();
}
static AZStd::unique_ptr<AZ::SceneAPI::DataTypes::IMeshData> MakePlaneMesh()
{
// Create a simple plane with 2 triangles, 6 total vertices, 2 shared vertices
// 0 --- 1
// | / |
// | / |
// | / |
// 2 --- 3
const AZStd::array planeVertexPositions = {
AZ::Vector3{0.0f, 0.0f, 0.0f},
AZ::Vector3{0.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 0.0f},
AZ::Vector3{0.0f, 0.0f, 0.0f},
};
auto mesh = AZStd::make_unique<AZ::SceneData::GraphData::MeshData>();
int i = 0;
for (const AZ::Vector3& position : planeVertexPositions)
{
mesh->AddPosition(position);
mesh->AddNormal(AZ::Vector3::CreateAxisY());
// This assumes that the data coming from the import process gives a unique control point
// index to every vertex. This follows the behavior of the AssImp library.
mesh->SetVertexIndexToControlPointIndexMap(i, i);
++i;
}
mesh->AddFace({0, 1, 2}, 0);
mesh->AddFace({3, 4, 5}, 0);
return mesh;
}
static AZStd::unique_ptr<AZ::SceneData::GraphData::SkinWeightData> MakeSkinData()
{
auto skinWeights = AZStd::make_unique<AZ::SceneData::GraphData::SkinWeightData>();
skinWeights->ResizeContainerSpace(6);
// Add bones 0 and 1 to the skin weights
skinWeights->GetBoneId("0");
skinWeights->GetBoneId("1");
skinWeights->AppendLink(0, {/*.boneId=*/0, /*.weight=*/1});
skinWeights->AppendLink(1, {/*.boneId=*/0, /*.weight=*/1});
skinWeights->AppendLink(2, {/*.boneId=*/0, /*.weight=*/1});
skinWeights->AppendLink(3, {/*.boneId=*/1, /*.weight=*/1});
skinWeights->AppendLink(4, {/*.boneId=*/1, /*.weight=*/1});
skinWeights->AppendLink(5, {/*.boneId=*/1, /*.weight=*/1});
return skinWeights;
}
private:
AZ::ComponentApplication m_app;
AZ::Entity* m_systemEntity;
};
TEST_F(VertexDeduplicationFixture, CanDeduplicateVertices)
{
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
const auto meshNodeIndex = graph.AddChild(graph.GetRoot(), "testMesh", MakePlaneMesh());
// The original source mesh should have 6 vertices
EXPECT_EQ(AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(meshNodeIndex))->GetVertexCount(), 6);
auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
scene.GetManifest().AddEntry(AZStd::move(meshGroup));
AZ::SceneGenerationComponents::MeshOptimizerComponent component;
AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
component.OptimizeMeshes(context);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
const auto& optimizedMesh = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
ASSERT_TRUE(optimizedMesh);
// The optimized mesh should have 4 vertices, the 2 shared vertices are welded together
EXPECT_EQ(optimizedMesh->GetVertexCount(), 4);
}
MATCHER(VectorOfLinksEq, "")
{
return testing::ExplainMatchResult(
testing::AllOf(
testing::Field(&AZ::SceneData::GraphData::SkinWeightData::Link::boneId, testing::Eq(testing::get<0>(arg).boneId)),
testing::Field(&AZ::SceneData::GraphData::SkinWeightData::Link::weight, testing::FloatEq(testing::get<0>(arg).weight))
),
testing::get<1>(arg),
result_listener
);
}
MATCHER(VectorOfVectorOfLinksEq, "")
{
return testing::ExplainMatchResult(
testing::UnorderedPointwise(VectorOfLinksEq(), testing::get<0>(arg)),
testing::get<1>(arg),
result_listener
);
}
TEST_F(VertexDeduplicationFixture, DeduplicatedVerticesRemapSkinning)
{
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
const auto meshNodeIndex = graph.AddChild(graph.GetRoot(), "testMesh", MakePlaneMesh());
const auto skinDataNodeIndex = graph.AddChild(meshNodeIndex, "skinData", MakeSkinData());
graph.MakeEndPoint(skinDataNodeIndex);
// The original source mesh should have 6 vertices
EXPECT_EQ(AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(meshNodeIndex))->GetVertexCount(), 6);
auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
scene.GetManifest().AddEntry(AZStd::move(meshGroup));
AZ::SceneGenerationComponents::MeshOptimizerComponent component;
AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
component.OptimizeMeshes(context);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
const auto& optimizedMesh = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
ASSERT_TRUE(optimizedMesh);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedSkinDataNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix).append(".skinWeights"));
ASSERT_TRUE(optimizedSkinDataNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the skin data";
const auto& optimizedSkinWeights = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::ISkinWeightData>(graph.GetNodeContent(optimizedSkinDataNodeIndex));
ASSERT_TRUE(optimizedSkinWeights);
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> expectedLinks
{
/*0*/ { {0, 0.5f}, {1, 0.5f} },
/*1*/ { {0, 1.0f} },
/*2*/ { {0, 0.5f}, {1, 0.5f} },
/*3*/ { {1, 1.0f} },
};
AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> gotLinks(optimizedMesh->GetVertexCount());
for (unsigned int vertexIndex = 0; vertexIndex < optimizedMesh->GetVertexCount(); ++vertexIndex)
{
for (size_t linkIndex = 0; linkIndex < optimizedSkinWeights->GetLinkCount(vertexIndex); ++linkIndex)
{
gotLinks[vertexIndex].emplace_back(optimizedSkinWeights->GetLink(vertexIndex, linkIndex));
}
}
EXPECT_THAT(gotLinks, testing::Pointwise(VectorOfVectorOfLinksEq(), expectedLinks));
}
} // namespace SceneProcessing
@@ -66,7 +66,7 @@ namespace AZ::MeshBuilder
for (size_t i = 0; i < numSkinInfluences; ++i)
{
const float influenceWeight = (i != numSkinInfluences - 1 ? fmod(random.GetRandomFloat(), totalWeight) : totalWeight);
skinningInfo->AddInfluence(v, i, influenceWeight);
skinningInfo->AddInfluence(v, {i, influenceWeight});
totalWeight -= influenceWeight;
}
const float totalSkinInfluenceWeight = CalcSkinInfluencesTotalWeight(skinningInfo.get(), v);
@@ -20,8 +20,6 @@ set(FILES
Source/Generation/Components/TangentGenerator/TangentGenerators/MikkTGenerator.cpp
Source/Generation/Components/TangentGenerator/TangentGenerators/BlendShapeMikkTGenerator.h
Source/Generation/Components/TangentGenerator/TangentGenerators/BlendShapeMikkTGenerator.cpp
Source/Generation/Components/MeshOptimizer/Array2D.h
Source/Generation/Components/MeshOptimizer/Array2D.inl
Source/Generation/Components/MeshOptimizer/MeshBuilder.cpp
Source/Generation/Components/MeshOptimizer/MeshBuilder.h
Source/Generation/Components/MeshOptimizer/MeshBuilderInvalidIndex.h
@@ -8,6 +8,7 @@
set(FILES
Tests/InitSceneAPIFixture.h
Tests/MeshBuilder/MeshOptimizerComponentTests.cpp
Tests/MeshBuilder/MeshBuilderTests.cpp
Tests/MeshBuilder/MeshVerticesTests.cpp
Tests/MeshBuilder/SkinInfluencesTests.cpp