Helios - LYN-3250 - Fixed morph targets for meshes that had multiple … (#696)
* Helios - LYN-3250 - Fixed morph targets for meshes that had multiple materials (#374) Fixed morph targets for meshes that had multiple materials and were split by AssImp: Recombined them into one mesh in the O3DE scene graph, so the behavior would match FBX SDK.
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@@ -25,7 +25,6 @@
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#include <assimp/scene.h>
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#include <assimp/mesh.h>
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namespace AZ
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{
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namespace SceneAPI
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@@ -44,7 +43,7 @@ namespace AZ
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<AssImpBitangentStreamImporter, SceneCore::LoadingComponent>()->Version(2); // LYN-2576
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serializeContext->Class<AssImpBitangentStreamImporter, SceneCore::LoadingComponent>()->Version(3); // LYN-3250
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}
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}
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@@ -55,62 +54,79 @@ namespace AZ
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{
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return Events::ProcessingResult::Ignored;
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}
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aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
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const aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
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const aiScene* scene = context.m_sourceScene.GetAssImpScene();
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GetMeshDataFromParentResult meshDataResult(GetMeshDataFromParent(context));
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if (!meshDataResult.IsSuccess())
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const auto meshHasTangentsAndBitangents = [&scene](const unsigned int meshIndex)
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{
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return meshDataResult.GetError();
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}
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const SceneData::GraphData::MeshData* const parentMeshData(meshDataResult.GetValue());
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return scene->mMeshes[meshIndex]->HasTangentsAndBitangents();
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};
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size_t vertexCount = parentMeshData->GetVertexCount();
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int sdkMeshIndex = parentMeshData->GetSdkMeshIndex();
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if (sdkMeshIndex < 0 || sdkMeshIndex >= currentNode->mNumMeshes)
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{
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AZ_Error(Utilities::ErrorWindow, false,
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"Tried to construct bitangent stream attribute for invalid or non-mesh parent data, mesh index is invalid");
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return Events::ProcessingResult::Failure;
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}
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aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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if (!mesh->HasTangentsAndBitangents())
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// If there are no bitangents on any meshes, there's nothing to import in this function.
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const bool anyMeshHasTangentsAndBitangents = AZStd::any_of(currentNode->mMeshes, currentNode->mMeshes + currentNode->mNumMeshes, meshHasTangentsAndBitangents);
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if (!anyMeshHasTangentsAndBitangents)
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{
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return Events::ProcessingResult::Ignored;
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}
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// AssImp nodes with multiple meshes on them occur when AssImp split a mesh on material.
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// This logic recombines those meshes to minimize the changes needed to replace FBX SDK with AssImp, FBX SDK did not separate meshes,
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// and the engine has code to do this later.
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const bool allMeshesHaveTangentsAndBitangents = AZStd::all_of(currentNode->mMeshes, currentNode->mMeshes + currentNode->mNumMeshes, meshHasTangentsAndBitangents);
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if (!allMeshesHaveTangentsAndBitangents)
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{
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const char* mixedBitangentsError =
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"Node with name %s has meshes with and without bitangents. "
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"Placeholder incorrect bitangents will be generated to allow the data to process, "
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"but the source art needs to be fixed to correct this. Either apply bitangents to all meshes on this node, "
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"or remove all bitangents from all meshes on this node.";
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AZ_Error(
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Utilities::ErrorWindow, false, mixedBitangentsError, currentNode->mName.C_Str());
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}
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const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene);
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AZStd::shared_ptr<SceneData::GraphData::MeshVertexBitangentData> bitangentStream =
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AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexBitangentData>();
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// AssImp only has one bitangentStream per mesh.
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bitangentStream->SetBitangentSetIndex(0);
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bitangentStream->SetTangentSpace(AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
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bitangentStream->ReserveContainerSpace(vertexCount);
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for (int v = 0; v < mesh->mNumVertices; ++v)
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for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
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{
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const Vector3 bitangent(
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AssImpSDKWrapper::AssImpTypeConverter::ToVector3(mesh->mBitangents[v]));
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bitangentStream->AppendBitangent(bitangent);
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const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
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for (int v = 0; v < mesh->mNumVertices; ++v)
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{
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if (!mesh->HasTangentsAndBitangents())
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{
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// This node has mixed meshes with and without bitangents.
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// An error was already thrown above. Output stub bitangents so
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// the mesh can still be output in some form, even if the data isn't correct.
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// The bitangent count needs to match the vertex count on the associated mesh node.
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bitangentStream->AppendBitangent(Vector3::CreateAxisY());
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}
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else
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{
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const Vector3 bitangent(
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AssImpSDKWrapper::AssImpTypeConverter::ToVector3(mesh->mBitangents[v]));
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bitangentStream->AppendBitangent(bitangent);
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}
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}
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}
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AZStd::string nodeName(AZStd::string::format("%s",m_defaultNodeName));
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, m_defaultNodeName);
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Events::ProcessingResult bitangentResults;
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, bitangentStream, newIndex, nodeName.c_str());
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, bitangentStream, newIndex, m_defaultNodeName);
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bitangentResults = Events::Process(dataPopulated);
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if (bitangentResults != Events::ProcessingResult::Failure)
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{
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bitangentResults = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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return bitangentResults;
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}
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