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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@@ -74,37 +74,51 @@ namespace AZ
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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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int parentMeshIndex = parentMeshData->GetSdkMeshIndex();
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Events::ProcessingResultCombiner combinedBlendShapeResult;
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// 1. Loop through meshes & anims
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// Create storage: Anim to meshes
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// 2. Loop through anims & meshes
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// Create an anim mesh for each anim, with meshes re-combined.
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// AssImp separates meshes that have multiple materials.
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// This code re-combines them to match previous FBX SDK behavior,
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// so they can be separated by engine code instead.
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AZStd::map<AZStd::string_view, AZStd::vector<AZStd::pair<int, int>>> animToMeshToAnimMeshIndices;
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for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
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{
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int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
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const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
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// Each mesh gets its own node in the scene graph, so only generate
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// morph targets for the current mesh.
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if (parentMeshIndex != nodeMeshIdx || !aiMesh->mNumAnimMeshes)
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{
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continue;
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}
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for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
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{
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AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
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AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
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aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
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AZStd::string nodeName(aiAnimMesh->mName.C_Str());
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size_t dotIndex = nodeName.rfind('.');
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if (dotIndex != AZStd::string::npos)
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{
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nodeName.erase(0, dotIndex + 1);
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}
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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AZ_TraceContext("Blend shape name", nodeName);
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animToMeshToAnimMeshIndices[aiAnimMesh->mName.C_Str()].emplace_back(nodeMeshIdx, animIdx);
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}
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}
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for (const auto& animToMeshIndex : animToMeshToAnimMeshIndices)
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{
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AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
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AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
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// Some DCC tools, like Maya, include a full path separated by '.' in the node names.
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// For example, "cone_skin_blendShapeNode.cone_squash"
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// Downstream processing doesn't want anything but the last part of that node name,
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// so find the last '.' and remove anything before it.
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AZStd::string nodeName(animToMeshIndex.first);
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size_t dotIndex = nodeName.rfind('.');
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if (dotIndex != AZStd::string::npos)
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{
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nodeName.erase(0, dotIndex + 1);
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}
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int vertexOffset = 0;
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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AZ_TraceContext("Blend shape name", nodeName);
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for (const auto& meshIndex : animToMeshIndex.second)
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{
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int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[meshIndex.first];
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const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
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const aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[meshIndex.second];
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
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for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
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@@ -128,7 +142,7 @@ namespace AZ
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context.m_sourceSceneSystem.ConvertUnit(vertex);
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blendShapeData->AddPosition(vertex);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx + vertexOffset, vertIdx + vertexOffset);
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// Add normals
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if (aiAnimMesh->HasNormals())
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@@ -191,33 +205,36 @@ namespace AZ
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}
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for (int idx = 0; idx < face.mNumIndices; ++idx)
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{
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blendFace.vertexIndex[idx] = face.mIndices[idx];
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blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
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}
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blendShapeData->AddFace(blendFace);
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}
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vertexOffset += aiMesh->mNumVertices;
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// Report problem if no vertex or face converted to MeshData
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if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
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{
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AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
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return Events::ProcessingResult::Failure;
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}
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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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Events::ProcessingResult blendShapeResult;
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
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blendShapeResult = Events::Process(dataPopulated);
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if (blendShapeResult != Events::ProcessingResult::Failure)
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{
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blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedBlendShapeResult += blendShapeResult;
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}
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// Report problem if no vertex or face converted to MeshData
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if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
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{
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AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
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return Events::ProcessingResult::Failure;
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}
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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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Events::ProcessingResult blendShapeResult;
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
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blendShapeResult = Events::Process(dataPopulated);
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if (blendShapeResult != Events::ProcessingResult::Failure)
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{
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blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedBlendShapeResult += blendShapeResult;
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}
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return combinedBlendShapeResult.GetResult();
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